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

position : Phaser.Point Source code:

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Cache#getPhysicsData()
  • References/Game Development/Phaser/Loader/Cache

getPhysicsData(key, object, fixtureKey) → {object} Gets a Physics

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Graphics#quadraticCurveTo()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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BitmapData#height
  • References/Game Development/Phaser/Graphics/BitmapData

height : number The height of the BitmapData in pixels. Source code:

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RandomDataGenerator#normal()
  • References/Game Development/Phaser/Math/RandomDataGenerator

normal() → {number} Returns a random real number between -1 and 1. Returns

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

<static> blendAverage(a, b) → {integer} Takes the average

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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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Video#grab()
  • References/Game Development/Phaser/Game Objects/Video

grab(clear, alpha, blendMode) → {

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Physics.P2#convertCollisionObjects()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

convertCollisionObjects(map, layer, addToWorld) → {array}

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