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

getContactMaterial(materialA, materialB) → {

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Physics.Arcade#velocityFromAngle()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

velocityFromAngle(angle, speed, point) → {

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

addPlane(offsetX, offsetY, rotation) → {p2.Plane}

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Physics.Arcade#getOverlapY()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies

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Particle#removeChildren()
  • References/Game Development/Phaser/Particles/Particle

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

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Image#kill()
  • References/Game Development/Phaser/Display/Image

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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Device#cancelFullscreen
  • References/Game Development/Phaser/System/Device

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.

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Physics.Arcade.Body#hitTest()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters

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Physics.Ninja.Body#sprite
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

sprite : Phaser.Sprite Reference to the parent Sprite

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Matrix#a
  • References/Game Development/Phaser/Geometry/Matrix

a : number Default Value 1 Source

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