Graphics#previousPosition
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] previousPosition : Phaser.Point

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MSPointer#onPointerDown()
  • References/Game Development/Phaser/Input/MSPointer

onPointerDown(event) The function that handles the PointerDown event. Parameters

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Camera#lerp
  • References/Game Development/Phaser/Core/Camera

lerp : Phaser.Point The linear interpolation value

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Pointer.RIGHT_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] RIGHT_BUTTON : number The Right Mouse button, or in PointerEvent devices a Pen contact

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Pointer#pageX
  • References/Game Development/Phaser/Input/Pointer

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source

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Weapon#bulletCollideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

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Loader#_withSyncPointDepth
  • References/Game Development/Phaser/Loader/Loader

_withSyncPointDepth A counter: if more than zero, files will be automatically added as a synchronization point. Properties:

2025-01-10 15:47:30
Text#contains()
  • References/Game Development/Phaser/Text/Text

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)

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