Component.InWorld.preUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

<static> preUpdate() The InWorld component preUpdate handler.Called automatically by

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

new Core() Core Component Features. Source code:

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Component.BringToTop#bringToTop()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

heal Heal the Game Object. This adds the given amount of health to the health property. Source code:

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Component.LifeSpan#kill()
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

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

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Component.LoadTexture#frame
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

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

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Component.BringToTop#moveDown()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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Component.Bounds#alignIn()
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

alignIn(container, position, offsetX, offsetY)

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Component.ScaleMinMax#setScaleMinMax()
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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