Weapon#resetShots()
  • References/Game Development/Phaser/Arcade Physics/Weapon

resetShots(newLimit) → {Phaser

2025-01-10 15:47:30
Loader#onPackComplete
  • References/Game Development/Phaser/Loader/Loader

onPackComplete : Phaser.Signal This event is dispatched

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Particle#events
  • References/Game Development/Phaser/Particles/Particle

events : Phaser.Events All Phaser Game Objects

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Button#fresh
  • References/Game Development/Phaser/Display/Button

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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Graphics#preUpdate()
  • References/Game Development/Phaser/Graphics/Graphics

preUpdate() Automatically called by World.preUpdate. Source code:

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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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Physics.Ninja.Tile#system
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

system : Phaser.Physics.Ninja

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BitmapData#smoothProperty
  • References/Game Development/Phaser/Graphics/BitmapData

smoothProperty : string The context property needed for smoothing this Canvas. Source

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Device#epiphany
  • References/Game Development/Phaser/System/Device

epiphany : boolean Set to true if running in Epiphany. Source code:

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Physics.Arcade.Body#bottom
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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