Group#getRandomExists()
  • References/Game Development/Phaser/Game Objects/Group

getRandomExists(startIndex, endIndex) → {any}

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Group#exists
  • References/Game Development/Phaser/Game Objects/Group

exists : boolean If exists is true the group is updated, otherwise it is skipped. Default

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Group#iterate()
  • References/Game Development/Phaser/Game Objects/Group

iterate(key, value, returnType, callback, callbackContext, args)

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Component.LifeSpan#revive()
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Group#getChildIndex()
  • References/Game Development/Phaser/Game Objects/Group

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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Component.ScaleMinMax#scaleMin
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

scaleMin : Phaser.Point The minimum scale this Game

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GameObjectFactory#video()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

video(key, url) → {

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Group#contains()
  • References/Game Development/Phaser/Game Objects/Group

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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Component.Bounds#top
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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GameObjectCreator#rope()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

rope(x, y, width, height, key, frame) → {Phaser.Rope}

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