Particles.Arcade.Emitter#forEachExists()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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TweenData#isFrom
  • References/Game Development/Phaser/Tweens/TweenData

isFrom : boolean Is this a from tween or a to tween? Source code:

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

start(index) → {Phaser.Tween}

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Animation#restart()
  • References/Game Development/Phaser/Animation/Animation

restart() Sets this animation back to the first frame and restarts the animation. Source

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Physics.Ninja.Body#sprite
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

sprite : Phaser.Sprite Reference to the parent Sprite

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

clearCollision(clearGroup, clearMask, shape)

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Text#previousRotation
  • References/Game Development/Phaser/Text/Text

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

<static> hueToColor(p, q, t) → {number} Converts a hue

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Tilemap.EAST
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] EAST : number Source code:

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Bullet#transformCallback
  • References/Game Development/Phaser/Plugins/Bullet

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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