AnimationParser.JSONData()
  • References/Game Development/Phaser/Animation/AnimationParser

<static> JSONData(game, json) → {

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TilemapLayer#data
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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Gamepad#padsConnected
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] padsConnected : number How many live gamepads are currently connected.

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Particles.Arcade.Emitter#destroy()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

destroy() Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.

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Particles.Arcade.Emitter#getRandom()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getRandom(startIndex, length) → {any} Returns

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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SpriteBatch#alive
  • References/Game Development/Phaser/Display/SpriteBatch

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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Group#xy()
  • References/Game Development/Phaser/Game Objects/Group

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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Sound#restart()
  • References/Game Development/Phaser/Sound/Sound

restart(marker, position, volume, loop)

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Physics.Ninja.Circle#projCircle_67DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegS(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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