Component.Bounds#alignTo()
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

alignTo(parent, position, offsetX, offsetY) → {Object}

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

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

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

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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

createMultiple(quantity, key, frame, exists) → {array}

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

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam

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

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns

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

onPlay : Phaser.Signal This signal is dispatched when

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

touchLocked : boolean true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such

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

audio(key, volume, loop, connect) → {

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