Physics.P2.FixtureList#getFixtureByKey()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

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ArraySet#setAll()
  • References/Game Development/Phaser/Utils/ArraySet

setAll(key, value) Sets the property key to the given value on all members of this list. Parameters

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

fontStyles :array An array of the font styles values as specified by

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TweenData#isFrom
  • References/Game Development/Phaser/Tweens/TweenData

isFrom : boolean Is this a from tween or a to tween? Source code:

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Bullet#heal
  • References/Game Development/Phaser/Plugins/Bullet

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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BitmapData#drawGroup()
  • References/Game Development/Phaser/Graphics/BitmapData

drawGroup(group, blendMode, roundPx) → {

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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Sound#usingWebAudio
  • References/Game Development/Phaser/Sound/Sound

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.

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Weapon#bulletFrameRandom
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

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Weapon#bulletWorldWrap
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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