Physics.P2.Body#collideWorldBounds
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise

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

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

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

blendColor() → {Phaser.BitmapData}

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

add(timer) → {Phaser.Timer}

2025-01-10 15:47:30
Weapon#bulletRotateToVelocity
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

2025-01-10 15:47:30
Particles.Arcade.Emitter#enableBody
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

2025-01-10 15:47:30
Weapon#fireFrom
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireFrom : Phaser.Rectangle This is a Rectangle

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

addFontStyle(style, position) → {Phaser.Text}

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

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
FlexLayer#xy()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

2025-01-10 15:47:30