DeviceButton#onDown
  • References/Game Development/Phaser/Input/DeviceButton

onDown : Phaser.Signal This Signal is dispatched every

2025-01-10 15:47:30
World#getFirstDead()
  • References/Game Development/Phaser/Core/World

getFirstDead(createIfNull, x, y, key,

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

ejecta : boolean Is the game running under Ejecta? Source code:

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FlexLayer#sendToBack()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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SoundManager#connectToMaster
  • References/Game Development/Phaser/Sound/SoundManager

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

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Color.fromRGBA()
  • References/Game Development/Phaser/Utils/Color

<static> fromRGBA(rgba, out) → {object}

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Particle#damage
  • References/Game Development/Phaser/Particles/Particle

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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TileSprite#heal
  • References/Game Development/Phaser/Display/TileSprite

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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Sound#onPlay
  • References/Game Development/Phaser/Sound/Sound

onPlay : Phaser.Signal The onPlay event is dispatched

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love.filesystem.isFused
  • References/Game Development/LÖVE/love.filesystem

love.filesystem.isFused Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets whether the game is in fused mode

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