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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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QuadTree#getIndex()
  • References/Game Development/Phaser/Math/QuadTree

getIndex(rect) → {number} Determine which node the object belongs to. Parameters

2025-01-10 15:47:30
Physics.Arcade#moveToXY()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

moveToXY(displayObject, x, y, speed, maxTime) → {number}

2025-01-10 15:47:30
Particles.Arcade.Emitter#angle
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

2025-01-10 15:47:30
Cache.PHYSICS
  • References/Game Development/Phaser/Loader/Cache

[static] PHYSICS : number Source code:

2025-01-10 15:47:30
ScaleManager#pageAlignHorizontally
  • References/Game Development/Phaser/Game Scaling/ScaleManager

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or

2025-01-10 15:47:30
Object:type
  • References/Game Development/LÖVE/love/Types/Object

Object:type Gets the type of the object as a string. Function Synopsis

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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Input#doubleTapRate
  • References/Game Development/Phaser/Input/Input

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

2025-01-10 15:47:30
QuadTree#level
  • References/Game Development/Phaser/Math/QuadTree

level : number The current level. Source code:

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