Physics.Arcade#accelerationFromRotation()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

accelerationFromRotation(rotation, speed, point) → {

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Stage#contains()
  • References/Game Development/Phaser/Core/Stage

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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InputHandler#isPixelPerfect()
  • References/Game Development/Phaser/Game Objects/InputHandler

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns

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FlexLayer#getByName()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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QuadTree#QuadTree
  • References/Game Development/Phaser/Math/QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

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Physics.P2.BodyDebug#exists
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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Input.TOUCH_OVERRIDES_MOUSE
  • References/Game Development/Phaser/Input/Input

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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Physics.Arcade#moveToXY()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

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

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Color.HSLtoRGB()
  • References/Game Development/Phaser/Utils/Color

<static> HSLtoRGB(h, s, l, out) → {object}

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