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

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

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

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

game : Phaser.Game A reference to the currently running Game

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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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Component.Health#maxHealth
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

onChangeSource : Phaser.Signal This signal is dispatched

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

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name

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Creature#kill()
  • References/Game Development/Phaser/Game Objects/Creature

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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