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.ScaleMinMax#transformCallbackContext
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

transformCallbackContext : Object The context under which transformCallback is called.

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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Component.InputEnabled#input
  • References/Game Development/Phaser/Game Objects/Components/Component.InputEnabled

input : Phaser.InputHandler | null The

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

new InCamera() The InCamera component checks if the Game Object intersects with the Game Camera.

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

new InputEnabled() The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.

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