Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

2025-01-10 15:47:30
Group.RETURN_ALL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_ALL : integer A returnType value, as specified in

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

update() Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render

2025-01-10 15:47:30
love.system.getOS
  • References/Game Development/LÖVE/love.system

love.system.getOS Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the current operating system. In general

2025-01-10 15:47:30
Physics.BOX2D
  • References/Game Development/Phaser/Physics/Physics

[static] BOX2D : number Source code:

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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

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

moveToPointer(displayObject, speed, pointer, maxTime)

2025-01-10 15:47:30
Create.PALETTE_JMP
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JMP : number A 16 color JMP inspired palette.

2025-01-10 15:47:30