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

frameRate : number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime

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FlexLayer#reverse()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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Touch#onTouchLeave()
  • References/Game Development/Phaser/Input/Touch

onTouchLeave(event) For touch enter and leave its a list of the touch points that have entered or left the target.Doesn't appear

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Button#sendToBack()
  • References/Game Development/Phaser/Display/Button

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

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State#load
  • References/Game Development/Phaser/Game States/State

load : Phaser.Loader A reference to the Loader, which

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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Physics.Arcade#overlap()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

overlap(object1, object2, overlapCallback, processCallback, callbackContext)

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global#VERSION
  • References/Game Development/Phaser/Global

<constant> VERSION : string The Phaser version number.

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Rope#debug
  • References/Game Development/Phaser/Display/Rope

debug : boolean A debug flag designed for use with Game.enableStep.

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Cache.SOUND
  • References/Game Development/Phaser/Loader/Cache

[static] SOUND : number Source code:

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