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

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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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

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with

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

filter(predicate, checkExists) → {Phaser

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

removeBetween(startIndex, endIndex, destroy, silent)

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GameObjectFactory#creature()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

creature(x, y, key, group)

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