Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

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Loader#isLoading
  • References/Game Development/Phaser/Loader/Loader

isLoading : boolean True if the Loader is in the process of loading the queue. Source

2025-01-10 15:47:30
Input#Input
  • References/Game Development/Phaser/Input/Input

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer

2025-01-10 15:47:30
Particles.Arcade.Emitter#cursor
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

cursor : DisplayObject The current

2025-01-10 15:47:30
Physics.Ninja.AABB#projAABB_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

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Physics.Ninja.Tile#collideWorldBounds()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

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Pointer#button
  • References/Game Development/Phaser/Input/Pointer

button :any The button property of the most recent DOM event when this Pointer is started.You should not rely on this value

2025-01-10 15:47:30
MouseJoint:setDampingRatio
  • References/Game Development/LÖVE/love.physics/Joint/MouseJoint

MouseJoint:setDampingRatio Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets a new damping ratio.

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

<static> blendDifference(a, b) → {integer} Subtracts

2025-01-10 15:47:30
Physics.P2.Body#clearCollision()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

clearCollision(clearGroup, clearMask, shape)

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