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:

2025-01-10 15:47:30
Component.Overlap#overlap()
  • References/Game Development/Phaser/Game Objects/Components/Component.Overlap

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

removeChildAt(index) → {DisplayObject}

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

pointerY(pointerId) → {number} The y coordinate of the Input pointer

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Create.PALETTE_ARNE
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_ARNE : number A 16 color palette by

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

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

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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