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

key : string The key of the Video in the Cache, if stored there. Will be null if this Video is using the webcam instead

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

grab(clear, alpha, blendMode) → {

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

events : Phaser.Events All Phaser Game Objects

2025-01-10 15:47:30
Component.Core#data
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

filter(predicate, checkExists) → {Phaser

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

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it

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

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

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

2025-01-10 15:47:30