TilemapLayer#setChildIndex()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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BitmapData#key
  • References/Game Development/Phaser/Graphics/BitmapData

key : string The key of the BitmapData in the Cache, if stored there. Source

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Canvas.setBackgroundColor()
  • References/Game Development/Phaser/System/Canvas

<static> setBackgroundColor(canvas, color) → {HTMLCanvasElement}

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TilemapLayer#height
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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Point.equals()
  • References/Game Development/Phaser/Geometry/Point

<static> equals(a, b) → {boolean} Determines whether

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Mouse#game
  • References/Game Development/Phaser/Input/Mouse

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

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Physics.P2.Body#debug
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

debug : boolean Enable or disable debug drawing of this body Source code:

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

LITTLE_ENDIAN : boolean Same value as littleEndian. Source code:

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

fullscreen : boolean Does the browser support the Full Screen API? Source

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TilemapLayer#angle
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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