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

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

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

getAll(property, value, startIndex, endIndex)

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

bitmapText(x, y, font, text, size, group) → {

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

snapOffsetY : number This defines the top-left Y coordinate of the snap grid.. Source

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

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

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

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

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

animation :CreatureAnimation The CreatureAnimation instance. Source code:

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