Utils.parseDimension()
  • References/Game Development/Phaser/Utils/Utils

<static> parseDimension(size, dimension) → {number} Get

2025-01-10 15:47:30
Animation#restart()
  • References/Game Development/Phaser/Animation/Animation

restart() Sets this animation back to the first frame and restarts the animation. Source

2025-01-10 15:47:30
Bullet#fixedToCamera
  • References/Game Development/Phaser/Plugins/Bullet

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
Text#sendToBack()
  • References/Game Development/Phaser/Text/Text

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its

2025-01-10 15:47:30
Graphics#blendMode
  • References/Game Development/Phaser/Graphics/Graphics

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend

2025-01-10 15:47:30
Sprite#checkWorldBounds
  • References/Game Development/Phaser/Display/Sprite

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Particle#getLocalBounds()
  • References/Game Development/Phaser/Particles/Particle

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

2025-01-10 15:47:30
Sprite#deltaY
  • References/Game Development/Phaser/Display/Sprite

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30
Animation#currentFrame
  • References/Game Development/Phaser/Animation/Animation

currentFrame : Phaser.Frame The currently displayed

2025-01-10 15:47:30