ParticleSystem:isPaused
  • References/Game Development/LÖVE/love.graphics/ParticleSystem

ParticleSystem:isPaused Available since LÖVE 0.9.0 This function is not supported in earlier versions. Checks whether the particle system is

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

bounce : Phaser.Point How much each particle should

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Cache.CANVAS
  • References/Game Development/Phaser/Loader/Cache

[static] CANVAS : number Source code:

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Loader#atlas()
  • References/Game Development/Phaser/Loader/Loader

atlas(key, textureURL, atlasURL, atlasData, format)

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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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Device#vibration
  • References/Game Development/Phaser/System/Device

vibration : boolean Does the device support the Vibration API? Source code:

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FlexLayer#onChildInputUp
  • References/Game Development/Phaser/Game Scaling/FlexLayer

onChildInputUp : Phaser.Signal This Signal is dispatched

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Sprite#transformCallback
  • References/Game Development/Phaser/Display/Sprite

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

[readonly] children : Array.<Displa

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

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

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