Component.LifeSpan#alive
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

[static] RETURN_ALL : integer A returnType value, as specified in

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

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

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

rope(x, y, key, frame, points,

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

2025-01-10 15:47:30
Create.PALETTE_JMP
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JMP : number A 16 color JMP inspired palette.

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

2025-01-10 15:47:30