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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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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