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

new PhysicsBody() The PhysicsBody component manages the Game Objects physics body and physics enabling.It also overrides the x

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

tilemap(key, tileWidth, tileHeight, width,

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GameObjectFactory#GameObjectFactory
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing

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

removeChildAt(index) → {DisplayObject}

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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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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Creature#events
  • References/Game Development/Phaser/Game Objects/Creature

events : Phaser.Events All Phaser Game Objects

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Creature#fresh
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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