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

getRandom(startIndex, length) → {any} Returns

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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Physics.P2.Body#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

world : Phaser.Physics.P2 Local

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Physics.P2.Body#onEndContact
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

onEndContact : Phaser.Signal Dispatched when contact

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Line#type
  • References/Game Development/Phaser/Geometry/Line

[readonly] type : number The const type of this object.

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Thread:getName
  • References/Game Development/LÖVE/love.thread/Thread

Thread:getName Available since LÖVE 0.7.0 and removed in LÖVE 0.9.0 This function is not supported in earlier or later versions. Get the name

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Device#windows
  • References/Game Development/Phaser/System/Device

windows : boolean Is running on windows? Source code:

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Cache#getURL()
  • References/Game Development/Phaser/Loader/Cache

getURL(url) → {object} Get a cached object by the URL.This only returns a value if you set

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Video#grab()
  • References/Game Development/Phaser/Game Objects/Video

grab(clear, alpha, blendMode) → {

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TilemapLayer#getLocalBounds()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

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