GameObjectCreator#image()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

image(x, y, key, frame) → {Phaser.Image}

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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.LoadTexture#frameName
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

spriteBatch(parent, name, addToStage) → {

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

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

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

onKilled : Phaser.Signal This signal is dispatched

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

checkPointerOver(pointer, fastTest) → {boolean} Checks if the given

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

[readonly] snapshot : Phaser.BitmapData

2025-01-10 15:47:30
Component.Bounds#centerY
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

pointerTimeUp(pointerId) → {number} A timestamp representing when

2025-01-10 15:47:30