GameObjectCreator#renderTexture()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

renderTexture(width, height, key, addToCache)

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

graphics(x, y, group) → {

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

onAnimationComplete : Phaser.Signal This signal is

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

onKilled : Phaser.Signal This signal is dispatched

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

snapOffsetX : number This defines the top-left X coordinate of the snap grid. Source

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GameObjectCreator#image()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

image(x, y, key, frame) → {Phaser.Image}

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

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

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

checkBoundsRect() Bounds Rect check for the sprite drag Source code:

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