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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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GameObjectFactory#tilemap()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

tilemap(key, tileWidth, tileHeight, width,

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FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

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Particles.Arcade.Emitter#setScale()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setScale(minX, maxX, minY, maxY, rate

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FlexLayer#addChildAt()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

addChildAt(child, index) → {DisplayObject}

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DeviceButton#parent
  • References/Game Development/Phaser/Input/DeviceButton

parent : Phaser.Pointer |

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DeviceButton#event
  • References/Game Development/Phaser/Input/DeviceButton

event : Object The DOM event that caused the change in button state. Source

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RetroFont#render()
  • References/Game Development/Phaser/Text/RetroFont

render(displayObject, matrix, clear) This function will draw the display

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BitmapData#processPixelRGB()
  • References/Game Development/Phaser/Graphics/BitmapData

processPixelRGB(callback, callbackContext, x, y, width, hei

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Physics.Ninja.Body#friction
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

friction : number The friction applied to this object as it moves. Default

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