SpriteBatch#height
  • References/Game Development/Phaser/Display/SpriteBatch

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

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Sprite#play()
  • References/Game Development/Phaser/Display/Sprite

play(name, frameRate, loop, killOnComplete) → {

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GameObjectCreator#sprite()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

sprite(x, y, key, frame) → {Phaser

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SpriteBatch#removeAll()
  • References/Game Development/Phaser/Display/SpriteBatch

removeAll(destroy, silent, destroyTexture) Removes

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Tween#start()
  • References/Game Development/Phaser/Tweens/Tween

start(index) → {Phaser.Tween}

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Cursor:getType
  • References/Game Development/LÖVE/love.mouse/Cursor

Cursor:getType Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the type of the Cursor.

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Loader#pack()
  • References/Game Development/Phaser/Loader/Loader

pack(key, url, data, callbackContext) → {

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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

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

[readonly] isCircle : boolean If true this Body is using circular collision detection

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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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