FlexGrid#createFixedLayer()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

createFixedLayer(children) → {

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Physics.Arcade.Body#preRotation
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] preRotation : number The previous rotation of the physics body.

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Graphics#alignTo()
  • References/Game Development/Phaser/Graphics/Graphics

alignTo(parent, position, offsetX, offsetY) → {Object}

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Particle#animations
  • References/Game Development/Phaser/Particles/Particle

animations : Phaser.AnimationManager

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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BitmapData#processPixelRGB()
  • References/Game Development/Phaser/Graphics/BitmapData

processPixelRGB(callback, callbackContext, x, y, width, hei

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SinglePad#addCallbacks()
  • References/Game Development/Phaser/Gamepads/SinglePad

addCallbacks(context, callbacks) Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change

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SpriteBatch#removeAll()
  • References/Game Development/Phaser/Display/SpriteBatch

removeAll(destroy, silent, destroyTexture) Removes

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SinglePad#disconnect()
  • References/Game Development/Phaser/Gamepads/SinglePad

disconnect() Gamepad disconnect function, should be called by Phaser.Gamepad. Source

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Camera#x
  • References/Game Development/Phaser/Core/Camera

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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