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

alignTo(parent, position, offsetX, offsetY) → {Object}

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Graphics#lineColor
  • References/Game Development/Phaser/Graphics/Graphics

lineColor : string The color of any lines drawn. Inherited From

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Physics.P2#convertCollisionObjects()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

convertCollisionObjects(map, layer, addToWorld) → {array}

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Contact:getFixtures
  • References/Game Development/LÖVE/love.physics/Contact

Contact:getFixtures Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the two

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Video#duration
  • References/Game Development/Phaser/Game Objects/Video

[readonly] duration : number The duration of the video in seconds.

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Component.Bounds#alignTo()
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

alignTo(parent, position, offsetX, offsetY) → {Object}

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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

2025-01-10 15:47:30
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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