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

audio(key, volume, loop, connect) → {

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

dragFromCenter : boolean Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?

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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#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

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

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

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

spriteBatch(parent, name, addToStage) → {

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

[readonly] snapshot : Phaser.BitmapData

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

set(child, key, value, checkAlive, checkVisible, operation,

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