BitmapText#font
  • References/Game Development/Phaser/Text/BitmapText

font : string The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

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Physics.Arcade#moveToPointer()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

moveToPointer(displayObject, speed, pointer, maxTime)

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Sprite#contains()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

2025-01-10 15:47:30
Physics.Arcade.Body#allowRotation
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

allowRotation : boolean Allow this Body to be rotated? (via angularVelocity, etc) Default

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WebGLRenderer#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

destroy() Removes everything from the renderer (event listeners, spritebatch, etc...) Source

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TileSprite#key
  • References/Game Development/Phaser/Display/TileSprite

key : string | Phaser.RenderTexture |

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

game : Phaser.Game A reference to the currently running Game

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Tilemap#create()
  • References/Game Development/Phaser/Tilemaps/Tilemap

create(name, width, height, tileWidth, tileHeight, group) → {

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