Cache#addSpriteSheet()
  • References/Game Development/Phaser/Loader/Cache

addSpriteSheet(key, url, data, frameWidth, frameHeight, frameMax, margin, spacing)

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InputHandler#snapY
  • References/Game Development/Phaser/Game Objects/InputHandler

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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love.textinput
  • References/Game Development/LÖVE/love

love.textinput Available since LÖVE 0.9.0 This function is not supported in earlier versions. Called when text has been entered by the user

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

[readonly] children : Array.<Displa

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

getChildAt(index) → {DisplayObject}

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Cache#getBitmapData()
  • References/Game Development/Phaser/Loader/Cache

getBitmapData(key) → {Phaser.BitmapData}

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love.keyboard.getScancodeFromKey
  • References/Game Development/LÖVE/love.keyboard

love.keyboard.getScancodeFromKey Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the hardware scancode corresponding

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State#rnd
  • References/Game Development/Phaser/Game States/State

rnd : Phaser.RandomDataGenerator

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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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Rectangle#floorAll()
  • References/Game Development/Phaser/Geometry/Rectangle

floorAll() Runs Math.floor() on the x, y, width and height values of this Rectangle. Source

2025-01-10 15:47:30