Physics.P2#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2

game : Phaser.Game Local reference to game.

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

type : number The type of physics system this body belongs to. Source code:

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SpriteBatch#children
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] children : Array.<Displa

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

<static> blendOverlay(a, b) → {integer} Multiplies or

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Button#scaleMax
  • References/Game Development/Phaser/Display/Button

scaleMax : Phaser.Point The maximum scale this Game

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Game#height
  • References/Game Development/Phaser/Core/Game

[readonly] height : integer The current Game Height in pixels. Do not modify this

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Cache#updateSound()
  • References/Game Development/Phaser/Loader/Cache

updateSound(key) Updates the sound object in the cache. Parameters

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

getAll(property, value, startIndex, endIndex)

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Sprite#z
  • References/Game Development/Phaser/Display/Sprite

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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