Particles.Arcade.Emitter#cursor
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

cursor : DisplayObject The current

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Button#removeChildren()
  • References/Game Development/Phaser/Display/Button

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Physics.Arcade.Body#touching
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

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Sprite#bottom
  • References/Game Development/Phaser/Display/Sprite

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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Text#lifespan
  • References/Game Development/Phaser/Text/Text

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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Rope#debug
  • References/Game Development/Phaser/Display/Rope

debug : boolean A debug flag designed for use with Game.enableStep.

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Physics.P2.Body#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

world : Phaser.Physics.P2 Local

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Button#fresh
  • References/Game Development/Phaser/Display/Button

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

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Physics.Ninja.Tile#x
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

x : number The x position. Source code:

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Weapon#fireAtXY()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtXY(x, y) → {

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