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

getFirstDead(createIfNull, x, y, key,

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

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

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

group(parent, name, addToStage, enableBody,

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

justOut(pointerId, delay) → {boolean} Returns true if the pointer

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

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

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

checkBoundsRect() Bounds Rect check for the sprite drag Source code:

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