SpriteBatch:lock
  • References/Game Development/LÖVE/love.graphics/SpriteBatch

SpriteBatch:lock This has been changed to SpriteBatch:bind

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

[readonly] previousPosition : Phaser.Point

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

getPointer(isActive) → {Phaser.Pointer}

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

mouseOverCallback : Function A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).

2025-01-10 15:47:30
Group#createMultiple()
  • References/Game Development/Phaser/Game Objects/Group

createMultiple(quantity, key, frame, exists) → {array}

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

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

2025-01-10 15:47:30
BitmapData#blendAdd()
  • References/Game Development/Phaser/Graphics/BitmapData

blendAdd() → {Phaser.BitmapData}

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

touch : Phaser.Touch The Touch Input manager. You

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

2025-01-10 15:47:30
SpriteBatch#addMultiple()
  • References/Game Development/Phaser/Display/SpriteBatch

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30