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

sprite(x, y, key, frame, grou

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

bitmapData(width, height, key, addToCache)

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

existing(object) → {any} Adds an existing display object to the game world. Parameters

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

filter(filter) → {Phaser.Filter}

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

sound(key, volume, loop, connect) → {

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

video(key, url) → {

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

physicsGroup(physicsBodyType, parent, name, addToStage)

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

renderTexture(width, height, key, addToCache)

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

tween(object) → {Phaser.Tween}

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

image(x, y, key, frame, group

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