Text#alignTo()
  • References/Game Development/Phaser/Text/Text

alignTo(parent, position, offsetX, offsetY) → {Object}

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World#sendToBack()
  • References/Game Development/Phaser/Core/World

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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Particles.Arcade.Emitter#enableBody
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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Weapon#fireAtPointer()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtPointer(pointer) → {Phaser.Bullet}

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

moveForward(speed) Moves the Body forwards based on its current angle and the given speed.The speed is represented in pixels per

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Mesh:isAttributeEnabled
  • References/Game Development/LÖVE/love.graphics/Mesh

Mesh:isAttributeEnabled Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets whether a specific vertex attribute

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InputHandler#draggable
  • References/Game Development/Phaser/Game Objects/InputHandler

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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Physics.P2#onEndContact
  • References/Game Development/Phaser/P2 Physics/Physics.P2

onEndContact : Phaser.Signal This Signal is dispatched

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TileSprite#tint
  • References/Game Development/Phaser/Display/TileSprite

tint : number The tint applied to the sprite. This is a hex value Inherited

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Physics.Ninja.Body#x
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

x : number The x position. Source code:

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