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

getRandom(startIndex, length) → {any} Returns

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Component.Reset#reset()
  • References/Game Development/Phaser/Game Objects/Components/Component.Reset

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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Video#add()
  • References/Game Development/Phaser/Game Objects/Video

add(object) → {Phaser.Video}

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Events#onAnimationComplete
  • References/Game Development/Phaser/Game Objects/Events

onAnimationComplete : Phaser.Signal This signal is

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Video#addToWorld()
  • References/Game Development/Phaser/Game Objects/Video

addToWorld(x, y, anchorX, anchorY, scaleX

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Component.Health#Health
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

new Health() The Health component provides the ability for Game Objects to have a health propertythat can be damaged

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

classType : Object The type of objects that will be created when using

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Creature#isPlaying
  • References/Game Development/Phaser/Game Objects/Creature

isPlaying : boolean Is the current animation playing? Source code:

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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Create#palettes
  • References/Game Development/Phaser/Game Objects/Create

palettes :array A range of 16 color palettes for use with sprite generation. Source

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