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

littleEndian : boolean Is the device big or little endian? (only detected if the browser supports TypedArrays)

2025-01-10 15:47:30
Physics.P2.BodyDebug#destroy()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
Physics.Ninja#game
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

game : Phaser.Game Local reference to game.

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

onFlashComplete : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Physics.Arcade.Body#gravity
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

gravity : Phaser.Point A local gravity applied to this

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

multiLine : boolean If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain

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

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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ArraySet#add()
  • References/Game Development/Phaser/Utils/ArraySet

add(item) → {any} Adds a new element to the end of the list.If the item already exists in

2025-01-10 15:47:30
Weapon#fireAtXY()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtXY(x, y) → {

2025-01-10 15:47:30