TileSprite#preUpdate()
  • References/Game Development/Phaser/Display/TileSprite

preUpdate() Automatically called by World.preUpdate. Source code:

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Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

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TilingSprite#children
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

[readonly] children : Array.<Displa

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Utils.Debug#canvas
  • References/Game Development/Phaser/Utils/Utils.Debug

canvas :HTMLCanvasElement The canvas to which Debug calls draws. Source code:

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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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Stage#removeChildren()
  • References/Game Development/Phaser/Core/Stage

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

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Physics.Ninja.Circle#projCircle_67DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegS(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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SoundManager#game
  • References/Game Development/Phaser/Sound/SoundManager

game : Phaser.Game Local reference to game.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

lineTo(x, y) → {PIXI.Graphics}

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