FlexLayer#moveDown()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

tileScaleOffset :Point A point that represents the scale of the texture object

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

ninja : Phaser.Physics.Ninja

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SpriteBatch#physicsSortDirection
  • References/Game Development/Phaser/Display/SpriteBatch

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

2025-01-10 15:47:30
Physics.Arcade.Body#bottom
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

2025-01-10 15:47:30
Physics.P2.BodyDebug#subAll()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

creature(x, y, key, group)

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Utils.Debug#cameraInfo()
  • References/Game Development/Phaser/Utils/Utils.Debug

cameraInfo(camera, x, y, color) Render camera information including dimensions and location.

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global#removeAllListeners()
  • References/Game Development/Phaser/Global

removeAllListeners(eventName) Remove all listeners or only the listeners for the specified event. Parameters

2025-01-10 15:47:30