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

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

2025-01-10 15:47:30
BaseTexture.fromCanvas()
  • References/Game Development/Phaser/PIXI/PIXI.BaseTexture

<static> fromCanvas(canvas, scaleMode) → {

2025-01-10 15:47:30
RetroFont#autoUpperCase
  • References/Game Development/Phaser/Text/RetroFont

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

2025-01-10 15:47:30
Cache#getShader()
  • References/Game Development/Phaser/Loader/Cache

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up

2025-01-10 15:47:30
Graphics#destroy()
  • References/Game Development/Phaser/Graphics/Graphics

destroy(destroyChildren) Destroy this Graphics instance. Parameters

2025-01-10 15:47:30
Bullet#getBounds()
  • References/Game Development/Phaser/Plugins/Bullet

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

2025-01-10 15:47:30
Physics.Ninja.Tile#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

[readonly] height : number The height. Source

2025-01-10 15:47:30
TileSprite#fixedToCamera
  • References/Game Development/Phaser/Display/TileSprite

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
Game#lockRender
  • References/Game Development/Phaser/Core/Game

lockRender : boolean If false Phaser will automatically render the display list every update. If true

2025-01-10 15:47:30
Button#onInputOver
  • References/Game Development/Phaser/Display/Button

onInputOver : Phaser.Signal The Signal (or event)

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