Events#onEnterBounds
  • References/Game Development/Phaser/Game Objects/Events

onEnterBounds : Phaser.Signal This signal is dispatched

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Rope#getLocalBounds()
  • References/Game Development/Phaser/Display/Rope

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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Pointer#screenY
  • References/Game Development/Phaser/Input/Pointer

screenY : number The vertical coordinate of the Pointer relative to the screen. Source

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FlexLayer#replace()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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ArraySet#first
  • References/Game Development/Phaser/Utils/ArraySet

first :any Returns the first item and resets the cursor to the start. Source

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Sound#pause()
  • References/Game Development/Phaser/Sound/Sound

pause() Pauses the sound. Source code:

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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Rectangle#ceilAll()
  • References/Game Development/Phaser/Geometry/Rectangle

ceilAll() Runs Math.ceil() on the x, y, width and height values of this Rectangle. Source

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ArrayUtils#numberArray()
  • References/Game Development/Phaser/Utils/ArrayUtils

numberArray(start, end) → {Array.<number>} Create an array representing the inclusive range

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RenderTexture#requiresReTint
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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