Video#timeout
  • References/Game Development/Phaser/Game Objects/Video

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam

2025-01-10 15:47:30
TilemapLayer#texture
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30
love.graphics.setIcon
  • References/Game Development/LÖVE/love.graphics

love.graphics.setIcon Removed in LÖVE 0.9.0 Moved to the love

2025-01-10 15:47:30
Rope#key
  • References/Game Development/Phaser/Display/Rope

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
Particle#bottom
  • References/Game Development/Phaser/Particles/Particle

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

2025-01-10 15:47:30
Physics.Arcade.Body#collideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

2025-01-10 15:47:30
Color.blendVividLight()
  • References/Game Development/Phaser/Utils/Color

<static> blendVividLight(a, b) → {integer} This blend

2025-01-10 15:47:30
Sprite#addChildAt()
  • References/Game Development/Phaser/Display/Sprite

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
Image#tintedTexture
  • References/Game Development/Phaser/Display/Image

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

2025-01-10 15:47:30
Line#random()
  • References/Game Development/Phaser/Geometry/Line

random(out) → {Phaser.Point}

2025-01-10 15:47:30