Component.Overlap#overlap()
  • References/Game Development/Phaser/Game Objects/Components/Component.Overlap

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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Component.Core#previousPosition
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

[readonly] previousPosition : Phaser.Point

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

weapon(quantity, key, frame, group)

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

game : Phaser.Game A reference to the currently running game

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

play(name, frameRate, loop, killOnComplete) → {

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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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

2025-01-10 15:47:30