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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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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#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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Component.Animation#play()
  • References/Game Development/Phaser/Game Objects/Components/Component.Animation

play(name, frameRate, loop, killOnComplete) → {

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Creature#autoCull
  • References/Game Development/Phaser/Game Objects/Creature

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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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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Creature#animation
  • References/Game Development/Phaser/Game Objects/Creature

animation :CreatureAnimation The CreatureAnimation instance. Source code:

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

addChild(child) → {DisplayObject}

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

resetChild(child, x, y, key, frame)

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

game : Phaser.Game A reference to the currently running game

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