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

<constant> TOP_LEFT : integer A constant representing a top-left alignment or position

2025-01-10 15:47:30
Keyboard#Keyboard
  • References/Game Development/Phaser/Input/Keyboard

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are

2025-01-10 15:47:30
Keyboard#onUpCallback
  • References/Game Development/Phaser/Input/Keyboard

onUpCallback : Function This callback is invoked every time a key is released. Source

2025-01-10 15:47:30
global#CREATURE
  • References/Game Development/Phaser/Global

<constant> CREATURE : integer Game Object type.

2025-01-10 15:47:30
StateManager#created
  • References/Game Development/Phaser/Game States/StateManager

[readonly] created : boolean True if the current state has had its create method

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

removeChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
Sprite#scaleMax
  • References/Game Development/Phaser/Display/Sprite

scaleMax : Phaser.Point The maximum scale this Game

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

getClosestTo(object, callback, callbackContext) → {any}

2025-01-10 15:47:30
Sprite#maxHealth
  • References/Game Development/Phaser/Display/Sprite

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

2025-01-10 15:47:30
Color.blendMultiply()
  • References/Game Development/Phaser/Utils/Color

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

2025-01-10 15:47:30