Group.RETURN_NONE
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_NONE : integer A returnType value, as specified in

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Video#connectToMediaStream()
  • References/Game Development/Phaser/Game Objects/Video

connectToMediaStream(video, stream) → {Phaser.Video}

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

setAnimation(key) Sets the Animation this Creature object will play, as defined in the mesh data. Parameters

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

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Group#top
  • References/Game Development/Phaser/Game Objects/Group

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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

audio(key, volume, loop, connect) → {

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GameObjectFactory#tileSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

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

2025-01-10 15:47:30