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

start(priority, useHandCursor) → {

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

snapOnDrag : boolean When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not

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

audio(key, volume, loop, connect) → {

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

new Delta() The Delta component provides access to delta values between the Game Objects current and previous position.

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally.

2025-01-10 15:47:30
Video#height
  • References/Game Development/Phaser/Game Objects/Video

height : number The height of the video in pixels. Source code:

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

2025-01-10 15:47:30
Group#physicsType
  • References/Game Development/Phaser/Game Objects/Group

[readonly] physicsType : number The const physics body type of this object.

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