Filter#height
  • References/Game Development/Phaser/Core/Filter

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

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

2025-01-10 15:47:30
Plugin#preUpdate()
  • References/Game Development/Phaser/Plugins/Plugin

preUpdate() Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics)

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

rotateLeft(speed) This will rotate the Body by the given speed to the left (counter-clockwise). Parameters

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

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

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

<static> HSLtoRGB(h, s, l, out) → {object}

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TweenData#repeatTotal
  • References/Game Development/Phaser/Tweens/TweenData

[readonly] repeatTotal : number The total number of times this Tween will repeat.

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Point.add()
  • References/Game Development/Phaser/Geometry/Point

<static> add(a, b, out) → {

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