Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

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

new LoaderParser() Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted

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

getAt(index) → {DisplayObject | integer}

2025-01-10 15:47:30
Input#recordRate
  • References/Game Development/Phaser/Input/Input

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

2025-01-10 15:47:30
Sound#restart()
  • References/Game Development/Phaser/Sound/Sound

restart(marker, position, volume, loop)

2025-01-10 15:47:30
Source:setRelative
  • References/Game Development/LÖVE/love.audio/Source

Source:setRelative Available since LÖVE 0.9.0 This function is not supported in earlier versions. Sets whether the

2025-01-10 15:47:30
Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

y : number The y property of this PointProxy get and set in pixels. Source

2025-01-10 15:47:30
Video#onChangeSource
  • References/Game Development/Phaser/Game Objects/Video

onChangeSource : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
State#create()
  • References/Game Development/Phaser/Game States/State

create() create is called once preload has completed, this includes the loading of any assets from the Loader.If you don't have

2025-01-10 15:47:30
StateManager#created
  • References/Game Development/Phaser/Game States/StateManager

[readonly] created : boolean True if the current state has had its create method

2025-01-10 15:47:30