Text#name
  • References/Game Development/Phaser/Text/Text

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

removeChildAt(index) → {DisplayObject}

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Image#reset()
  • References/Game Development/Phaser/Display/Image

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

alignTo(parent, position, offsetX, offsetY) → {

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Physics.Ninja.Circle#projCircle_67DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegB(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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

removeChild(child) → {DisplayObject}

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

[readonly] time : boolean The World time. Source

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Physics.Ninja#gravity
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

gravity : number The World gravity setting. Source code:

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

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30