SpriteBatch:lock
  • References/Game Development/LÖVE/love.graphics/SpriteBatch

SpriteBatch:lock This has been changed to SpriteBatch:bind

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
ParticleSystem:setRelativeRotation
  • References/Game Development/LÖVE/love.graphics/ParticleSystem

ParticleSystem:setRelativeRotation Available since LÖVE 0.9.1 This function is not supported in earlier versions. Sets whether particle angles

2025-01-10 15:47:30
Button#autoCull
  • References/Game Development/Phaser/Display/Button

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

2025-01-10 15:47:30
FlexLayer#cursor
  • References/Game Development/Phaser/Game Scaling/FlexLayer

cursor : DisplayObject The current

2025-01-10 15:47:30
Physics.P2.FixtureList#parse()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

parse() Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon Source

2025-01-10 15:47:30
global#mixin()
  • References/Game Development/Phaser/Global

mixin(object) Mixes in the properties of the EventTarget prototype onto another object Parameters

2025-01-10 15:47:30
Physics.P2.Spring#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30
Text#sendToBack()
  • References/Game Development/Phaser/Text/Text

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30
InputHandler#checkPointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given

2025-01-10 15:47:30