GameObjectCreator#bitmapData()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

bitmapData(width, height, key, addToCache)

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

topRight : Phaser.Point Source code:

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SpriteBatch#onChildInputDown
  • References/Game Development/Phaser/Display/SpriteBatch

onChildInputDown : Phaser.Signal This Signal is dispatched

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Game#lockRender
  • References/Game Development/Phaser/Core/Game

lockRender : boolean If false Phaser will automatically render the display list every update. If true

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

processPixelRGB(callback, callbackContext, x, y, width, hei

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

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

silk : boolean Set to true if running in the Silk browser (as used on the Amazon Kindle)

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love.window.getPixelScale
  • References/Game Development/LÖVE/love.window

love.window.getPixelScale Available since LÖVE 0.9.1 This function is not supported in earlier versions. Gets the DPI scale factor associated

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