Physics.Ninja.Body#friction
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

friction : number The friction applied to this object as it moves. Default

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RenderTexture#requiresReTint
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters

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Particles.Arcade.Emitter#width
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

width : number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.

2025-01-10 15:47:30
Sprite#deltaZ
  • References/Game Development/Phaser/Display/Sprite

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

2025-01-10 15:47:30
World#getClosestTo()
  • References/Game Development/Phaser/Core/World

getClosestTo(object, callback, callbackContext) → {any}

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World#onChildInputDown
  • References/Game Development/Phaser/Core/World

onChildInputDown : Phaser.Signal This Signal is dispatched

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Image#bottom
  • References/Game Development/Phaser/Display/Image

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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Timer#autoDestroy
  • References/Game Development/Phaser/Time/Timer

autoDestroy : boolean If true, the timer will automatically destroy itself after all the events have been dispatched (assuming

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

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

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