Sound#pause()
  • References/Game Development/Phaser/Sound/Sound

pause() Pauses the sound. Source code:

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

[readonly] children : Array.<Displa

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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PrismaticJoint:setUpperLimit
  • References/Game Development/LÖVE/love.physics/Joint/PrismaticJoint

PrismaticJoint:setUpperLimit Sets the upper limit. Function Synopsis

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Fixture:setCategory
  • References/Game Development/LÖVE/love.physics/Fixture

Fixture:setCategory Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets the categories the fixture belongs to

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(Image):getWrap
  • References/Game Development/LÖVE/love.graphics/Image

(Image):getWrap Gets the wrapping properties of an Image. This function returns the currently set horizontal and vertical

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TilingSprite#refreshTexture
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

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Canvas:getDimensions
  • References/Game Development/LÖVE/love.graphics/Canvas

Canvas:getDimensions Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the width and height of the Canvas

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Creature#angle
  • References/Game Development/Phaser/Game Objects/Creature

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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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

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