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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

audio(key, volume, loop, connect) → {

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Component.Bounds#offsetY
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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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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Group#height
  • References/Game Development/Phaser/Game Objects/Group

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Creature#removeChildAt()
  • References/Game Development/Phaser/Game Objects/Creature

removeChildAt(index) → {DisplayObject}

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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Create#game
  • References/Game Development/Phaser/Game Objects/Create

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

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

setProperty(child, key, value, operation, force) → {boolean}

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

createVideoFromBlob(blob) → {Phaser.Video}

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