TweenData#start()
  • References/Game Development/Phaser/Tweens/TweenData

start() → {Phaser.TweenData}

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

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

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

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

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

game : Phaser.Game A reference to the currently running Game

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Camera#setBoundsToWorld()
  • References/Game Development/Phaser/Core/Camera

setBoundsToWorld() Update the Camera bounds to match the game world. Source code:

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

addContactMaterial(material) → {

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

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

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

pause() Pauses the sound. Source code:

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

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

2025-01-10 15:47:30
BitmapData#blendScreen()
  • References/Game Development/Phaser/Graphics/BitmapData

blendScreen() → {Phaser.BitmapData}

2025-01-10 15:47:30