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

getTiles(x, y, width, height, collides, interestingFace) → {array.<

2025-01-10 15:47:30
Device#windows
  • References/Game Development/Phaser/System/Device

windows : boolean Is running on windows? Source code:

2025-01-10 15:47:30
Image#sendToBack()
  • References/Game Development/Phaser/Display/Image

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30
Color.fromRGBA()
  • References/Game Development/Phaser/Utils/Color

<static> fromRGBA(rgba, out) → {object}

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
FlexLayer#getFirstExists()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getFirstExists(exists, createIfNull, x, y,

2025-01-10 15:47:30
Physics.P2.BodyDebug#cameraOffset
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

cameraOffset : Phaser.Point If this object is

2025-01-10 15:47:30
Frame#index
  • References/Game Development/Phaser/Animation/Frame

index : number The index of this Frame within the FrameData set it is being added to.

2025-01-10 15:47:30
RenderTexture#trim
  • References/Game Development/Phaser/Graphics/RenderTexture

trim :Rectangle The texture trim data. Inherited From

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

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30