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

ParticleSystem:setLinearDamping Available since LÖVE 0.9.2 This function is not supported in earlier versions. Sets the amount of linear damping

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

[readonly] height : number The calculated height of the physics body.

2025-01-10 15:47:30
TilemapLayer#getBounds()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

2025-01-10 15:47:30
Loader#onFileStart
  • References/Game Development/Phaser/Loader/Loader

onFileStart : Phaser.Signal This event is dispatched

2025-01-10 15:47:30
Filter#height
  • References/Game Development/Phaser/Core/Filter

height : number The height (resolution uniform) Source code:

2025-01-10 15:47:30
love.physics.newCircleShape
  • References/Game Development/LÖVE/love.physics

love.physics.newCircleShape Script Example Missing love.physics.newCircleShape needs a script example, help out by writing one. Creates a

2025-01-10 15:47:30
Physics.Ninja#maxLevels
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels.

2025-01-10 15:47:30
Graphics#tint
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.

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FlexLayer#align()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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Pointer#justReleased()
  • References/Game Development/Phaser/Input/Pointer

justReleased(duration) → {boolean} The Pointer is considered justReleased

2025-01-10 15:47:30