Device#LITTLE_ENDIAN
  • References/Game Development/Phaser/System/Device

LITTLE_ENDIAN : boolean Same value as littleEndian. Source code:

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Image#smoothed
  • References/Game Development/Phaser/Display/Image

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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Device#ejecta
  • References/Game Development/Phaser/System/Device

ejecta : boolean Is the game running under Ejecta? Source code:

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ArraySet#first
  • References/Game Development/Phaser/Utils/ArraySet

first :any Returns the first item and resets the cursor to the start. Source

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Cache.PHYSICS
  • References/Game Development/Phaser/Loader/Cache

[static] PHYSICS : number Source code:

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Physics.Arcade.Body#tilePadding
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

tilePadding : Phaser.Point If this is an especially

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Particles.Arcade.Emitter#resetChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

resetChild(child, x, y, key, frame)

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RetroFont.TEXT_SET10
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ

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Input#worldY
  • References/Game Development/Phaser/Input/Input

[readonly] worldY : number The world Y coordinate of the most recently active pointer.

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InputHandler#disableSnap()
  • References/Game Development/Phaser/Game Objects/InputHandler

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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