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

preUpdate() Automatically called by World.preUpdate. Source code:

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

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

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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

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Video#type
  • References/Game Development/Phaser/Game Objects/Video

type : number The const type of this object. Source code:

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

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

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

dragFromCenter : boolean Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?

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Component.ScaleMinMax#scaleMax
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

scaleMax : Phaser.Point The maximum scale this Game

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