ParticleSystem:setImage
  • References/Game Development/LÖVE/love.graphics/ParticleSystem

ParticleSystem:setImage Available since LÖVE 0.9.0 It has been renamed from

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

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with

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

getText(key) → {object} Gets a Text object from the cache. The object is looked-up based

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
Text#Text
  • References/Game Development/Phaser/Text/Text

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

2025-01-10 15:47:30
Shape:computeMass
  • References/Game Development/LÖVE/love.physics/Shape

Shape:computeMass Available since LÖVE 0.8.0 This function is not supported in earlier versions. Computes the mass properties for the shape

2025-01-10 15:47:30
love.filesystem.isFile
  • References/Game Development/LÖVE/love.filesystem

love.filesystem.isFile Check whether something is a file. Function Synopsis

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

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code:

2025-01-10 15:47:30
Game#onBlur
  • References/Game Development/Phaser/Core/Game

onBlur : Phaser.Signal This event is fired when the

2025-01-10 15:47:30
Creature#fixedToCamera
  • References/Game Development/Phaser/Game Objects/Creature

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30