Component.LifeSpan#LifeSpan

new LifeSpan() LifeSpan Component Features. Source code: gameobjects/components/LifeSpan.js (Line 12)

Component.LifeSpan#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. S

Component.LifeSpan#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Default Value true Source code: gameobjects/components

Component.InWorld.preUpdate()

<static> preUpdate() The InWorld component preUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/InWorld.js (Line 22)

Component.InWorld#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Source code: gameobjects/components/InWorld.js (Line 115)

Component.InWorld#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Source code: gameobjects/components/InWorld.js (Line 106)

Component.InWorld#InWorld

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well. Source code: gameobjects/components/InWorld.js (Line 14)

Component.InWorld#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Component.InputEnabled#InputEnabled

new InputEnabled() The InputEnabled component allows a Game Object to have its own InputHandler and process input related events. Source code: gameobjects/components/InputEnabled.js (Line 12)

Component.InputEnabled#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Source code: gameobjects/components/InputEnabled.js (Line 24)