Cache#getBitmapFont()
  • References/Game Development/Phaser/Loader/Cache

getBitmapFont(key) → {Phaser.BitmapFont} Gets a Bitmap Font object from the cache. The object

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InputHandler#useHandCursor
  • References/Game Development/Phaser/Game Objects/InputHandler

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

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InputHandler#pointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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Animation#next()
  • References/Game Development/Phaser/Animation/Animation

next(quantity) Advances by the given number of frames in the Animation, taking the loop value into consideration

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Math#fuzzyFloor()
  • References/Game Development/Phaser/Math/Math

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given

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

screenY : number The vertical coordinate of the Pointer relative to the screen. Source

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CanvasRenderer#context
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

context :CanvasRenderingContext2D The canvas 2d context that everything is drawn with

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RetroFont#fontSet
  • References/Game Development/Phaser/Text/RetroFont

fontSet :Image A reference to the image stored in the Game.Cache that contains the font.

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

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

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Cache#getURL()
  • References/Game Development/Phaser/Loader/Cache

getURL(url) → {object} Get a cached object by the URL.This only returns a value if you set

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