TilemapLayer#inCamera
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

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BitmapText#dirty
  • References/Game Development/Phaser/Text/BitmapText

dirty : boolean The dirty state of this object. Source code:

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global#BITMAPDATA
  • References/Game Development/Phaser/Global

<constant> BITMAPDATA : integer Game Object type.

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Physics.P2.Body#toLocalFrame()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

toLocalFrame(out, worldPoint) Transform a world point to local body frame. Parameters

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SignalBinding#toString()
  • References/Game Development/Phaser/Signals/SignalBinding

toString() → {string} Returns string

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Group#destroy()
  • References/Game Development/Phaser/Game Objects/Group

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

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

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Particles.Arcade.Emitter#width
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

width : number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.

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Math#distancePow()
  • References/Game Development/Phaser/Math/Math

distancePow(x1, y1, x2, y2, pow) → {number} Returns the distance between

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Mesh:getVertexFormat
  • References/Game Development/LÖVE/love.graphics/Mesh

Mesh:getVertexFormat Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets the vertex format that the Mesh was

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