love.graphics.getStencilTest
  • References/Game Development/LÖVE/love.graphics

love.graphics.getStencilTest Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets the current stencil test configuration

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

isEven(n) → {boolean} Returns true if the number given is even. Parameters

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Image#revive()
  • References/Game Development/Phaser/Display/Image

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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SpriteBatch#removeFromHash()
  • References/Game Development/Phaser/Display/SpriteBatch

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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GameObjectFactory#creature()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

creature(x, y, key, group)

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Frame#sourceSizeH
  • References/Game Development/Phaser/Animation/Frame

sourceSizeH : number Height of the original sprite before it was trimmed. Source

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World#onChildInputDown
  • References/Game Development/Phaser/Core/World

onChildInputDown : Phaser.Signal This Signal is dispatched

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Sound#onStop
  • References/Game Development/Phaser/Sound/Sound

onStop : Phaser.Signal The onStop event is dispatched

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Physics.P2.BodyDebug#exists
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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