BitmapText#revive()
  • References/Game Development/Phaser/Text/BitmapText

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Circle#right
  • References/Game Development/Phaser/Geometry/Circle

right : number The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect

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Signal#active
  • References/Game Development/Phaser/Signals/Signal

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during

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Ellipse#copyFrom()
  • References/Game Development/Phaser/Geometry/Ellipse

copyFrom(source) → {Phaser.Ellipse}

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Animation#currentFrame
  • References/Game Development/Phaser/Animation/Animation

currentFrame : Phaser.Frame The currently displayed

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World#randomY
  • References/Game Development/Phaser/Core/World

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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

onUp : Phaser.Signal This Signal is dispatched every

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Creature#Creature
  • References/Game Development/Phaser/Game Objects/Creature

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with

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

getAt(index) → {DisplayObject | integer}

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Group.SORT_ASCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_ASCENDING : integer A sort ordering value, as specified in

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