QuadTree#reset()
  • References/Game Development/Phaser/Math/QuadTree

reset(x, y, width, height, maxObjects, maxLevels, level)

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Physics.Arcade.Body#mass
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

mass : number The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of

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

canvas : boolean Is canvas available? Source code:

2025-01-10 15:47:30
TilemapLayer#bringToTop()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

<static> blendAdd(a, b) → {integer} Adds the source and

2025-01-10 15:47:30
World#rotation
  • References/Game Development/Phaser/Core/World

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

2025-01-10 15:47:30
Rope#getLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

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

2025-01-10 15:47:30
Particle#setScaleMinMax()
  • References/Game Development/Phaser/Particles/Particle

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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Particle#world
  • References/Game Development/Phaser/Particles/Particle

world : Phaser.Point The world coordinates of this

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