TilingSprite#addChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

addChildAt(child, index) → {DisplayObject}

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Gamepad#setDeadZones()
  • References/Game Development/Phaser/Gamepads/Gamepad

setDeadZones() Sets the deadZone variable for all four gamepads Source code:

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Video#retryLimit
  • References/Game Development/Phaser/Game Objects/Video

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout

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

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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Input#getPointer()
  • References/Game Development/Phaser/Input/Input

getPointer(isActive) → {Phaser.Pointer}

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SinglePad#disconnect()
  • References/Game Development/Phaser/Gamepads/SinglePad

disconnect() Gamepad disconnect function, should be called by Phaser.Gamepad. Source

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Mesh:getVertexCount
  • References/Game Development/LÖVE/love.graphics/Mesh

Mesh:getVertexCount Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the total number of vertices in the

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Group#cameraOffset
  • References/Game Development/Phaser/Game Objects/Group

cameraOffset : Phaser.Point If this object is

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Animation#onStart
  • References/Game Development/Phaser/Animation/Animation

onStart : Phaser.Signal This event is dispatched when

2025-01-10 15:47:30