Component.Delta#deltaY
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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Text#strokeThickness
  • References/Game Development/Phaser/Text/Text

strokeThickness : number A number that represents the thickness of the stroke. Default is 0 (no stroke)

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Physics.Ninja.AABB#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

[readonly] height : number The height. Source

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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ParticleSystem:emit
  • References/Game Development/LÖVE/love.graphics/ParticleSystem

ParticleSystem:emit Available since LÖVE 0.9.0 This function is not supported in earlier versions. Emits a burst of particles from the particle

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Input#pollLocked
  • References/Game Development/Phaser/Input/Input

[readonly] pollLocked : boolean True if the Input is currently poll rate locked.

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Video#updateTexture()
  • References/Game Development/Phaser/Game Objects/Video

updateTexture(event, width, height) Called

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Graphics#physicsType
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] physicsType : number The const physics body type of this object.

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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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

[readonly] tileHeight : integer The height of each tile (in pixels).

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