State#render()
  • References/Game Development/Phaser/Game States/State

render() Nearly all display objects in Phaser render automatically, you don't need to tell them to render.However the render method

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

[readonly] children : Array.<Displa

2025-01-10 15:47:30
Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

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Animation#onStart
  • References/Game Development/Phaser/Animation/Animation

onStart : Phaser.Signal This event is dispatched when

2025-01-10 15:47:30
RandomDataGenerator#sow()
  • References/Game Development/Phaser/Math/RandomDataGenerator

sow(seeds) Reset the seed of the random data generator. Note: the seed array is only processed up to the first undefined

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love.graphics.origin
  • References/Game Development/LÖVE/love.graphics

love.graphics.origin Available since LÖVE 0.9.0 This function is not supported in earlier versions. Resets the current coordinate transformation

2025-01-10 15:47:30
Bullet#sendToBack()
  • References/Game Development/Phaser/Plugins/Bullet

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Camera.SHAKE_VERTICAL
  • References/Game Development/Phaser/Core/Camera

[static] SHAKE_VERTICAL : number Source code:

2025-01-10 15:47:30
Button#sendToBack()
  • References/Game Development/Phaser/Display/Button

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30
Stage#height
  • References/Game Development/Phaser/Core/Stage

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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