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

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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Text#renderOrderID
  • References/Game Development/Phaser/Text/Text

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

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Loader#onFileStart
  • References/Game Development/Phaser/Loader/Loader

onFileStart : Phaser.Signal This event is dispatched

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SpriteBatch#cursor
  • References/Game Development/Phaser/Display/SpriteBatch

cursor : DisplayObject The current

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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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InputHandler#disableSnap()
  • References/Game Development/Phaser/Game Objects/InputHandler

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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Pointer#rightButton
  • References/Game Development/Phaser/Input/Pointer

rightButton : Phaser.DeviceButton If this

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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FlexLayer#topRight
  • References/Game Development/Phaser/Game Scaling/FlexLayer

topRight : Phaser.Point Source code:

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

physicsBodyType : integer If enableBody

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