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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

tilemap(key, tileWidth, tileHeight, width,

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

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

2025-01-10 15:47:30
Creature#game
  • References/Game Development/Phaser/Game Objects/Creature

game : Phaser.Game A reference to the currently running Game

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

creature(x, y, key, group)

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

2025-01-10 15:47:30
Component.Core#game
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

game : Phaser.Game A reference to the currently running Game

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

updateTexture(event, width, height) Called

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

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given

2025-01-10 15:47:30