Particles.Arcade.Emitter#getClosestTo()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getClosestTo(object, callback, callbackContext) → {any}

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

scaleMax : Phaser.Point The maximum scale this Game

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

touchLocked : boolean true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such

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BitmapData#blendScreen()
  • References/Game Development/Phaser/Graphics/BitmapData

blendScreen() → {Phaser.BitmapData}

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Physics#setWorldMaterial()
  • References/Game Development/Phaser/Physics/Physics

setWorldMaterial(material, left, right, top, bottom)

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Easing.Circular#InOut()
  • References/Game Development/Phaser/Tweens/Easing.Circular

InOut(k) → {number} Circular ease-in/out. Parameters

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

dt : number Current time value. Source code:

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

reset() Resets all Body values and repositions on the Sprite. Source code:

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Touch#preventDefault
  • References/Game Development/Phaser/Input/Touch

preventDefault : boolean If true the TouchEvent will have prevent.default called on it.

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

epiphany : boolean Set to true if running in Epiphany. Source code:

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