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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

copyFrom(source) → {Phaser.Ellipse}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

2025-01-10 15:47:30
InputHandler#useHandCursor
  • References/Game Development/Phaser/Game Objects/InputHandler

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

2025-01-10 15:47:30
Sprite#contains()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

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

2025-01-10 15:47:30
Physics.P2.FixtureList#setSensor()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

setSensor(value, fixtureKey) Parameters Name Type Description

2025-01-10 15:47:30
Component.PhysicsBody#y
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

2025-01-10 15:47:30
GameObjectFactory#audioSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audioSprite(key) → {Phaser.AudioSprite}

2025-01-10 15:47:30
BitmapData#blendAdd()
  • References/Game Development/Phaser/Graphics/BitmapData

blendAdd() → {Phaser.BitmapData}

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

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30