World#z
  • References/Game Development/Phaser/Core/World

[readonly] z : integer The z-depth value of this object within its parent container/Group

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TilemapLayer#debug
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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Button#onInputOver
  • References/Game Development/Phaser/Display/Button

onInputOver : Phaser.Signal The Signal (or event)

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

setRotation(min, max) → {

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Physics.Ninja.Tile#setType()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

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

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Physics.Ninja.Body#deltaAbsX()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaAbsX() → {number} Returns the absolute delta x value. Returns

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Strip#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Strip

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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Component.Animation#Animation
  • References/Game Development/Phaser/Game Objects/Components/Component.Animation

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play

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Text#previousPosition
  • References/Game Development/Phaser/Text/Text

[readonly] previousPosition : Phaser.Point

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Animation#next()
  • References/Game Development/Phaser/Animation/Animation

next(quantity) Advances by the given number of frames in the Animation, taking the loop value into consideration

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