DeviceButton#event
  • References/Game Development/Phaser/Input/DeviceButton

event : Object The DOM event that caused the change in button state. Source

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

getChildAt(index) → {DisplayObject}

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Physics.P2#onConstraintAdded
  • References/Game Development/Phaser/P2 Physics/Physics.P2

onConstraintAdded : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
SinglePad#onFloatCallback
  • References/Game Development/Phaser/Gamepads/SinglePad

onFloatCallback : Function This callback is invoked every time a button is changed to a value where value > 0 and value <

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

cropRect : Phaser.Rectangle The Rectangle used

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Physics.Arcade#enable()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

enable(object, children) This will create an Arcade Physics body on the given game object or array of

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

frame : number Gets or sets the current frame index and updates the Texture Cache for display.

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

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

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

removeChild(child) → {DisplayObject}

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