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

getFirstAlive(createIfNull, x, y, key,

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Video#Video
  • References/Game Development/Phaser/Game Objects/Video

new Video(game, key, url) A Video object that takes a previously loaded

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

destroy() Destroys the Video object. This calls Video.stop and then Video.removeVideoElement.If any

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

moveAll(group, silent) → {Phaser

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InputHandler#reset()
  • References/Game Development/Phaser/Game Objects/InputHandler

reset() Resets the Input Handler and disables it. Source code:

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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InputHandler#pointerTimeOver()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerTimeOver(pointerId) → {number} A timestamp representing when

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InputHandler#snapPoint
  • References/Game Development/Phaser/Game Objects/InputHandler

snapPoint : Phaser.Point If the sprite is set to snap

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InputHandler#enabled
  • References/Game Development/Phaser/Game Objects/InputHandler

enabled : boolean If enabled the Input Handler will process input requests and monitor pointer activity.

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

tween(object) → {Phaser.Tween}

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