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

setTouchLock() Sets the Input Manager touch callback to be Video.unlock.Required for mobile video unlocking. Mostly just used

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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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Create.PALETTE_CGA
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_CGA : number A 16 color CGA inspired palette.

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Component.PhysicsBody#x
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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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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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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Group.RETURN_CHILD
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_CHILD : integer A returnType value, as specified in

2025-01-10 15:47:30
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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Group#getChildAt()
  • References/Game Development/Phaser/Game Objects/Group

getChildAt(index) → {DisplayObject}

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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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