Keyboard#stop()
  • References/Game Development/Phaser/Input/Keyboard

stop() Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.

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ScaleManager#ScaleManager
  • References/Game Development/Phaser/Game Scaling/ScaleManager

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by

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

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with

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Gamepad#setDeadZones()
  • References/Game Development/Phaser/Gamepads/Gamepad

setDeadZones() Sets the deadZone variable for all four gamepads Source code:

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Line#rotate()
  • References/Game Development/Phaser/Geometry/Line

rotate(angle, asDegrees) → {Phaser.Line}

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

[readonly] previousPosition : Phaser.Point

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TimerEvent#args
  • References/Game Development/Phaser/Time/TimerEvent

args Properties: Name Type Description

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Tilemap#getTileBelow()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

alpha : number The alpha value of the group container. Inherited From

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