Physics.Arcade#velocityFromAngle()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

velocityFromAngle(angle, speed, point) → {

2025-01-10 15:47:30
Cache#reloadSoundComplete()
  • References/Game Development/Phaser/Loader/Cache

reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters

2025-01-10 15:47:30
Physics.Ninja.Tile#collideWorldBounds()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

2025-01-10 15:47:30
Device#cancelFullscreen
  • References/Game Development/Phaser/System/Device

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.

2025-01-10 15:47:30
Physics.P2.BodyDebug#cameraOffset
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

cameraOffset : Phaser.Point If this object is

2025-01-10 15:47:30
SinglePad#index
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] index : number The gamepad index as per browsers data

2025-01-10 15:47:30
Physics.Arcade.Body#collideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

2025-01-10 15:47:30
Rectangle#resize()
  • References/Game Development/Phaser/Geometry/Rectangle

resize(width, height) → {Phaser.Rectangle}

2025-01-10 15:47:30
Physics.P2.Body#setCircle()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

setCircle(radius, offsetX, offsetY, rotation)

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Physics.P2#getBodies()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

getBodies() → {array.<Phaser

2025-01-10 15:47:30