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

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

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

group(parent, name, addToStage, enableBody,

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

justOut(pointerId, delay) → {boolean} Returns true if the pointer

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

checkBoundsSprite() Parent Sprite Bounds check for the sprite drag. Source code:

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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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Create.PALETTE_ARNE
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_ARNE : number A 16 color palette by

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

addChild(child) → {DisplayObject}

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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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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Component.Health#setHealth
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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