World:isAllowSleep
  • References/Game Development/LÖVE/love.physics/World

World:isAllowSleep Removed in LÖVE 0.8.0 This method is not supported in that and later versions. Get the sleep behaviour of the world. A

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(File):tell
  • References/Game Development/LÖVE/love.filesystem/File

(File):tell Returns the position in the file Function Synopsis pos

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Pointer#button
  • References/Game Development/Phaser/Input/Pointer

button :any The button property of the most recent DOM event when this Pointer is started.You should not rely on this value

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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Video#onChangeSource
  • References/Game Development/Phaser/Game Objects/Video

onChangeSource : Phaser.Signal This signal is dispatched

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Sprite#heal
  • References/Game Development/Phaser/Display/Sprite

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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Sprite#removeChildren()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

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BitmapText#revive()
  • References/Game Development/Phaser/Text/BitmapText

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Tileset#columns
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] columns : integer The number of tile columns in the tileset.

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