Physics.P2.FixtureList#getFixtures()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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RetroFont.TEXT_SET9
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET9 : string Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!

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

countDead() → {integer} Get the number of dead children in this group. Returns

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Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

2025-01-10 15:47:30
SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

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Sprite#removeChildren()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Button#alignTo()
  • References/Game Development/Phaser/Display/Button

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

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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GameObjectCreator#button()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

button(x, y, key, callback, c

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