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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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Keyboard#onUpCallback
  • References/Game Development/Phaser/Input/Keyboard

onUpCallback : Function This callback is invoked every time a key is released. Source

2025-01-10 15:47:30
Tilemap#removeAllLayers()
  • References/Game Development/Phaser/Tilemaps/Tilemap

removeAllLayers() Removes all layers from this tile map. Source code:

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

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

2025-01-10 15:47:30
SpriteBatch#physicsSortDirection
  • References/Game Development/Phaser/Display/SpriteBatch

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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TileSprite#checkWorldBounds
  • References/Game Development/Phaser/Display/TileSprite

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Particle#getLocalBounds()
  • References/Game Development/Phaser/Particles/Particle

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

2025-01-10 15:47:30
Physics.P2#createDistanceConstraint()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

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

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

blendMode : number The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable

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Text#parseList()
  • References/Game Development/Phaser/Text/Text

parseList(list) → {Phaser.Text}

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