Button#removeChild()
  • References/Game Development/Phaser/Display/Button

removeChild(child) → {DisplayObject}

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RenderTexture#width
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

width : number The with of the render texture Source code:

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TileSprite#alignIn()
  • References/Game Development/Phaser/Display/TileSprite

alignIn(container, position, offsetX, offsetY)

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TileSprite#preUpdate()
  • References/Game Development/Phaser/Display/TileSprite

preUpdate() Automatically called by World.preUpdate. Source code:

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Rope#debug
  • References/Game Development/Phaser/Display/Rope

debug : boolean A debug flag designed for use with Game.enableStep.

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Math#isOdd()
  • References/Game Development/Phaser/Math/Math

isOdd(n) → {boolean} Returns true if the number given is odd. Parameters

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DOM.getBounds()
  • References/Game Development/Phaser/System/DOM

<static> getBounds(element, cushion) → {Object | boolean}

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Component.Core#pendingDestroy
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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Weapon#bulletKillDistance
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

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Mouse#wheelDelta
  • References/Game Development/Phaser/Input/Mouse

wheelDelta : number The direction of the last mousewheel usage 1 for up -1 for down.

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