Matrix#copyFrom()
  • References/Game Development/Phaser/Geometry/Matrix

copyFrom(matrix) → {Phaser.Matrix}

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Input#getPointerFromIdentifier()
  • References/Game Development/Phaser/Input/Input

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

<static> blendMultiply(a, b) → {integer} Multiplies the

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

game : Phaser.Game A reference to the currently running Game

2025-01-10 15:47:30
RetroFont#characterPerRow
  • References/Game Development/Phaser/Text/RetroFont

characterPerRow : number The number of characters per row in the font set. Source

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Component.Animation#Animation
  • References/Game Development/Phaser/Game Objects/Components/Component.Animation

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play

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

love.lowmemory Available since LÖVE 0.10.0 This function is not supported in earlier versions. Callback function triggered when the system is

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

[readonly] columns : integer The number of tile columns in the tileset.

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Graphics#debug
  • References/Game Development/Phaser/Graphics/Graphics

debug : boolean A debug flag designed for use with Game.enableStep.

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Sound#durationMS
  • References/Game Development/Phaser/Sound/Sound

durationMS : number The duration of the current sound marker in ms. Source

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