Component.Core#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Source code: gameobjects/components/Core.js (Line 328)

Component.Core#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Source code: gameobjects/components/Core.js (Line 240)

Component.Core#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Source code: gameobjects/components/Core.js (Line 232)

Component.Core#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Source code: gameobjects/components/Core.js (Line 225)

Component.Core#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Source code: gameobjects/components/Core.js (Line 259)

Component.Core#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Source code: gameobjects/components/Core.js (Line 150)

Component.Core#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Component.Core#game

game : Phaser.Game A reference to the currently running Game. Source code: gameobjects/components/Core.js (Line 142)

Component.Core#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Source code: gameobjects/components/Core.js (Line 248)

Component.Core#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Source code: gameobjects/comp