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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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Sprite#shader
  • References/Game Development/Phaser/Display/Sprite

shader : PIXI.AbstractFilter The

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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RetroFont#multiLine
  • References/Game Development/Phaser/Text/RetroFont

multiLine : boolean If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain

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

addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.

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TilemapLayer#offsetX
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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Physics.P2#onConstraintAdded
  • References/Game Development/Phaser/P2 Physics/Physics.P2

onConstraintAdded : Phaser.Signal This signal is dispatched

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SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

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StateManager#onInitCallback
  • References/Game Development/Phaser/Game States/StateManager

onInitCallback : Function This is called when the state is set as the active state. Source

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Physics.P2#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2

game : Phaser.Game Local reference to game.

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