love.graphics.getPixelEffect
  • References/Game Development/LÖVE/love.graphics

love.graphics.getPixelEffect Available since LÖVE 0.8.0 and removed in LÖVE 0.9.0 It has been renamed to

2025-01-10 15:47:30
Cache#addImage()
  • References/Game Development/Phaser/Loader/Cache

addImage(key, url, data) → {object} Adds an Image file into the Cache. The file must have already

2025-01-10 15:47:30
Weapon#bulletFrameRandom
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

2025-01-10 15:47:30
Tilemap#random()
  • References/Game Development/Phaser/Tilemaps/Tilemap

random(x, y, width, height, layer) Randomises a set of tiles in a given area. Parameters

2025-01-10 15:47:30
Tilemap#setLayer()
  • References/Game Development/Phaser/Tilemaps/Tilemap

setLayer(layer) Sets the current layer to the given index. Parameters

2025-01-10 15:47:30
Pointer.RIGHT_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] RIGHT_BUTTON : number The Right Mouse button, or in PointerEvent devices a Pen contact

2025-01-10 15:47:30
TweenData#parent
  • References/Game Development/Phaser/Tweens/TweenData

parent : Phaser.Tween The Tween which owns this TweenData

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Utils.Debug#renderShadow
  • References/Game Development/Phaser/Utils/Utils.Debug

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background

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Particle#bottom
  • References/Game Development/Phaser/Particles/Particle

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled

2025-01-10 15:47:30