Color.blendAdd()
  • References/Game Development/Phaser/Utils/Color

<static> blendAdd(a, b) → {integer} Adds the source and

2025-01-10 15:47:30
TweenData#isFrom
  • References/Game Development/Phaser/Tweens/TweenData

isFrom : boolean Is this a from tween or a to tween? Source code:

2025-01-10 15:47:30
Math#reverseAngle()
  • References/Game Development/Phaser/Math/Math

reverseAngle(angleRad) → {number} Reverses an angle. Parameters

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Bullet#heal
  • References/Game Development/Phaser/Plugins/Bullet

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

2025-01-10 15:47:30
BitmapData#drawGroup()
  • References/Game Development/Phaser/Graphics/BitmapData

drawGroup(group, blendMode, roundPx) → {

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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Sound#usingWebAudio
  • References/Game Development/Phaser/Sound/Sound

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.

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love.graphics.getCanvasFormats
  • References/Game Development/LÖVE/love.graphics

love.graphics.getCanvasFormats Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the available

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

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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