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

onPlay : Phaser.Signal This signal is dispatched when

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Component.Bounds#left
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

retroFont(font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset

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

[readonly] duration : number The duration of the video in seconds.

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

onChangeSource : Phaser.Signal This signal is dispatched

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

removeBetween(startIndex, endIndex, destroy, silent)

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

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Component.Health#maxHealth
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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