World#y
  • References/Game Development/Phaser/Core/World

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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TileSprite#centerY
  • References/Game Development/Phaser/Display/TileSprite

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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Color.blendGlow()
  • References/Game Development/Phaser/Utils/Color

<static> blendGlow(a, b) → {integer} Glow blend mode

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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Device#cocoonJS
  • References/Game Development/Phaser/System/Device

cocoonJS : boolean Is the game running under CocoonJS? Source code:

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TweenManager#TweenManager
  • References/Game Development/Phaser/Tweens/TweenManager

new TweenManager(game) Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated

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Texture#Texture
  • References/Game Development/Phaser/PIXI/PIXI.Texture

new Texture(baseTexture, frame, crop, trim) A texture stores the information

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TileSprite#checkWorldBounds
  • References/Game Development/Phaser/Display/TileSprite

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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Rectangle#floorAll()
  • References/Game Development/Phaser/Geometry/Rectangle

floorAll() Runs Math.floor() on the x, y, width and height values of this Rectangle. Source

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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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