Physics.P2.BodyDebug#left
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object

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Graphics#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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CircleShape:getWorldCenter
  • References/Game Development/LÖVE/love.physics/Shape/CircleShape

CircleShape:getWorldCenter Removed in LÖVE 0.8.0 This method is not supported in that and later versions. Get the center of the circle in world

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Physics#arcade
  • References/Game Development/Phaser/Physics/Physics

arcade : Phaser.Physics.Arcade

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Particles.Arcade.Emitter#lifespan
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

lifespan : number How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles

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

<static> HSLtoRGB(h, s, l, out) → {object}

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Animation#loopCount
  • References/Game Development/Phaser/Animation/Animation

loopCount : number The number of times the animation has looped since it was last started.

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Device#linux
  • References/Game Development/Phaser/System/Device

linux : boolean Is running on linux? Source code:

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