Group.SORT_ASCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_ASCENDING : integer A sort ordering value, as specified in

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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Component.Core#update()
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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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

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Component.Smoothed#Smoothed
  • References/Game Development/Phaser/Game Objects/Components/Component.Smoothed

new Smoothed() The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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Group.RETURN_TOTAL
  • References/Game Development/Phaser/Game Objects/Group

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

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

addChildAt(child, index) → {DisplayObject}

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