Component.Core#events
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

events : Phaser.Events All Phaser Game Objects

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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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Events#onRemovedFromWorld
  • References/Game Development/Phaser/Game Objects/Events

onRemovedFromWorld : Phaser.Signal This method is deprecated and

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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

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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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

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

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play

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

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

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