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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Utils.Debug#destroy()
  • References/Game Development/Phaser/Utils/Utils.Debug

destroy() Destroy this object. Source code:

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WebGLFilterManager#applyFilterPass()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

applyFilterPass(filter, filterArea, width, height) Applies the filter to the specified area. Parameters

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TweenManager#TweenManager
  • References/Game Development/Phaser/Tweens/TweenManager

new TweenManager(game) Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated

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TilingSprite#addChild()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

addChild(child) → {DisplayObject}

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SoundManager#destroy()
  • References/Game Development/Phaser/Sound/SoundManager

destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks.

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SignalBinding#toString()
  • References/Game Development/Phaser/Signals/SignalBinding

toString() → {string} Returns string

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Video#timeout
  • References/Game Development/Phaser/Game Objects/Video

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam

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Physics.Ninja#collide()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

collide(object1, object2, collideCallback, processCallback, callbackContext)

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