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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Component.BringToTop#sendToBack()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Component.LifeSpan#LifeSpan
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

new LifeSpan() LifeSpan Component Features. Source code:

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

getFirstExists(exists, createIfNull, x, y,

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Component.Core#name
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

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

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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