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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

getFirstExists(exists, createIfNull, x, y,

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

addChildAt(child, index) → {DisplayObject}

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

name : string A name for this group. Not used internally but useful for debugging. Source

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Events#onAnimationLoop
  • References/Game Development/Phaser/Game Objects/Events

onAnimationLoop : Phaser.Signal This signal is dispatched

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

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold

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

checkBoundsSprite() Parent Sprite Bounds check for the sprite drag. Source code:

2025-01-10 15:47:30
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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