Graphics#lineStyle()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}

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Text#fresh
  • References/Game Development/Phaser/Text/Text

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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Creature#height
  • References/Game Development/Phaser/Game Objects/Creature

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Creature#previousPosition
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] previousPosition : Phaser.Point

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BitmapData#dirty
  • References/Game Development/Phaser/Graphics/BitmapData

dirty : boolean If dirty this BitmapData will be re-rendered. Source code:

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Component.Bounds#bottom
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

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

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

addChildAt(child, index) → {DisplayObject}

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Group#width
  • References/Game Development/Phaser/Game Objects/Group

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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DeviceButton#parent
  • References/Game Development/Phaser/Input/DeviceButton

parent : Phaser.Pointer |

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QuadTree#QuadTree
  • References/Game Development/Phaser/Math/QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

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