CanvasRenderer#refresh
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

refresh : boolean Boolean flag controlling canvas refresh. Source code:

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love.sound.newSoundData
  • References/Game Development/LÖVE/love.sound

love.sound.newSoundData Creates new SoundData from a filepath,

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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Physics.P2#time
  • References/Game Development/Phaser/P2 Physics/Physics.P2

[readonly] time : boolean The World time. Source

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RenderTexture#trim
  • References/Game Development/Phaser/Graphics/RenderTexture

trim :Rectangle The texture trim data. Inherited From

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Bullet#blendMode
  • References/Game Development/Phaser/Plugins/Bullet

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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BitmapText#font
  • References/Game Development/Phaser/Text/BitmapText

font : string The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

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

[readonly] total : integer Total number of existing children in the group.

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love.filesystem.isFile
  • References/Game Development/LÖVE/love.filesystem

love.filesystem.isFile Check whether something is a file. Function Synopsis

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

set(child, key, value, checkAlive, checkVisible, operation,

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