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

<constant> TOP_LEFT : integer A constant representing a top-left alignment or position

2025-01-10 15:47:30
Text#destroyPhase
  • References/Game Development/Phaser/Text/Text

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
Loader#isLoading
  • References/Game Development/Phaser/Loader/Loader

isLoading : boolean True if the Loader is in the process of loading the queue. Source

2025-01-10 15:47:30
RetroFont#updateOffset()
  • References/Game Development/Phaser/Text/RetroFont

updateOffset(xOffset, yOffset) Updates the x and/or y offset that the font

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

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

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

setImage(image) Set the image associated with this Tileset and update the tile data. Parameters

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

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

2025-01-10 15:47:30
Contact:getFixtures
  • References/Game Development/LÖVE/love.physics/Contact

Contact:getFixtures Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the two

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

2025-01-10 15:47:30
Physics.Ninja.AABB#projAABB_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

2025-01-10 15:47:30