Physics.P2.LockConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.LockConstraint

world : Phaser.Physics.P2 Local

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AnimationManager#game
  • References/Game Development/Phaser/Animation/AnimationManager

game : Phaser.Game A reference to the currently running Game

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

onEnterBounds : Phaser.Signal This signal is dispatched

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

addBody(body) → {boolean} Add a body to the world. Parameters

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RetroFont#width
  • References/Game Development/Phaser/Text/RetroFont

width : number The with of the render texture Inherited From

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

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

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Color.blendVividLight()
  • References/Game Development/Phaser/Utils/Color

<static> blendVividLight(a, b) → {integer} This blend

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Camera#lerp
  • References/Game Development/Phaser/Core/Camera

lerp : Phaser.Point The linear interpolation value

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RandomDataGenerator#timestamp()
  • References/Game Development/Phaser/Math/RandomDataGenerator

timestamp(min, max) → {number} Returns a random timestamp between min and max, or between the beginning

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