Sprite#pendingDestroy
  • References/Game Development/Phaser/Display/Sprite

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

getRandom(startIndex, length) → {any} Returns

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

tileScaleOffset :Point A point that represents the scale of the texture object

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

cursor : DisplayObject The current

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

gravity : number Sets the body.gravity.y of each particle sprite to this value on launch.

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Physics.BOX2D
  • References/Game Development/Phaser/Physics/Physics

[static] BOX2D : number Source code:

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Point.projectUnit()
  • References/Game Development/Phaser/Geometry/Point

<static> projectUnit(a, b, out) → {

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TilemapLayer#alignTo()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

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