Component.InWorld#checkWorldBounds
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Events#onDragStop
  • References/Game Development/Phaser/Game Objects/Events

onDragStop : Phaser.Signal This signal is dispatched

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

texture(key, data, pixelWidth, pixelHeight, palette)

2025-01-10 15:47:30
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

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

group(parent, name, addToStage, enableBody,

2025-01-10 15:47:30
Events#onAddedToGroup
  • References/Game Development/Phaser/Game Objects/Events

onAddedToGroup : Phaser.Signal This signal is dispatched

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

tileSprite(x, y, width, height, key, frame, group) → {

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

weapon(quantity, key, frame, group)

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

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

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

getFirstDead(createIfNull, x, y, key,

2025-01-10 15:47:30