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

[readonly] playing : boolean True if the video is currently playing (and not paused or ended)

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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

2025-01-10 15:47:30
Component.LoadTexture#loadTexture()
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

animation :CreatureAnimation The CreatureAnimation instance. Source code:

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

getFirstExists(exists, createIfNull, x, y,

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

dragDistanceThreshold : integer The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks

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

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

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Create#texture()
  • References/Game Development/Phaser/Game Objects/Create

texture(key, data, pixelWidth, pixelHeight, palette)

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