Particles.Arcade.Emitter#setYSpeed()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setYSpeed(min, max) → {

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Rope#preUpdate()
  • References/Game Development/Phaser/Display/Rope

preUpdate() Automatically called by World.preUpdate. Source code:

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

removeBetween(startIndex, endIndex, destroy, silent)

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InputHandler#pointerOut()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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Graphics#destroyPhase
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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SpriteBatch#getAt()
  • References/Game Development/Phaser/Display/SpriteBatch

getAt(index) → {DisplayObject | integer}

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Physics.Arcade.Body#tilePadding
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

tilePadding : Phaser.Point If this is an especially

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

render(context, xOffset, yOffset, color, filled) Render this circle for debugging purposes. Parameters

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TweenData#repeatTotal
  • References/Game Development/Phaser/Tweens/TweenData

[readonly] repeatTotal : number The total number of times this Tween will repeat.

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Tilemap#tilesets
  • References/Game Development/Phaser/Tilemaps/Tilemap

tilesets :array An array of Tilesets. Source code:

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