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

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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Keyboard#update()
  • References/Game Development/Phaser/Input/Keyboard

update() Updates all currently defined keys. Source code:

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

tileHeight : number The base height of the tiles in the map (in pixels). Source

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Rectangle#bottomLeft
  • References/Game Development/Phaser/Geometry/Rectangle

bottomLeft : Phaser.Point The location of the Rectangles

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Physics.Arcade#sortTopBottom()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM

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

set(child, key, value, checkAlive, checkVisible, operation,

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FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

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Text#contains()
  • References/Game Development/Phaser/Text/Text

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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Physics.Ninja.AABB#projAABB_Half()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_Half(x, y, obj, t) → {number} Resolves Half tile collision. Parameters

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

onStart : Phaser.Signal This event is dispatched when

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