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

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

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GameObjectCreator#retroFont()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

retroFont(font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset

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

mobileSafari : boolean Set to true if running in Mobile Safari. Source code:

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global#PENDING_ATLAS
  • References/Game Development/Phaser/Global

<constant> PENDING_ATLAS : integer Game Object type.

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DOM.layoutBounds
  • References/Game Development/Phaser/System/DOM

<static, readonly> layoutBounds : Phaser.Rectangle

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RetroFont#characterHeight
  • References/Game Development/Phaser/Text/RetroFont

characterHeight : number The height of each character in the font set. Source

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Gamepad#reset()
  • References/Game Development/Phaser/Gamepads/Gamepad

reset() Reset all buttons/axes of all gamepads Source code:

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RetroFont.ALIGN_LEFT
  • References/Game Development/Phaser/Text/RetroFont

[static] ALIGN_LEFT : string Align each line of multi-line text to the left.

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Color.blendMultiply()
  • References/Game Development/Phaser/Utils/Color

<static> blendMultiply(a, b) → {integer} Multiplies the

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AnimationParser.JSONData()
  • References/Game Development/Phaser/Animation/AnimationParser

<static> JSONData(game, json) → {

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