GameObjectFactory#tilemap()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

tilemap(key, tileWidth, tileHeight, width,

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global#PENDING_ATLAS
  • References/Game Development/Phaser/Global

<constant> PENDING_ATLAS : integer Game Object type.

2025-01-10 15:47:30
Rectangle#resize()
  • References/Game Development/Phaser/Geometry/Rectangle

resize(width, height) → {Phaser.Rectangle}

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World:isAllowSleep
  • References/Game Development/LÖVE/love.physics/World

World:isAllowSleep Removed in LÖVE 0.8.0 This method is not supported in that and later versions. Get the sleep behaviour of the world. A

2025-01-10 15:47:30
Cache#checkTilemapKey()
  • References/Game Development/Phaser/Loader/Cache

checkTilemapKey(key) → {boolean} Checks if the given key exists in the Tilemap Cache.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
Game#height
  • References/Game Development/Phaser/Core/Game

[readonly] height : integer The current Game Height in pixels. Do not modify this

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

game : Phaser.Game A reference to the currently running Game

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

fixedRotation : boolean - Source code:

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