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

cursor : DisplayObject The current

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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TileSprite#animations
  • References/Game Development/Phaser/Display/TileSprite

animations : Phaser.AnimationManager

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TilemapParser.parseJSON()
  • References/Game Development/Phaser/Tilemaps/TilemapParser

<static> parseJSON(json) → {object} Parses a Tiled JSON

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Cache#getFrameCount()
  • References/Game Development/Phaser/Loader/Cache

getFrameCount(key, cache) → {number} Get the total number of frames

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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FlexGrid#setSize()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

setSize(width, height) Sets the core game size. This resets the w/h parameters and bounds. Parameters

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Graphics#lineColor
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

lineColor : string The color of any lines drawn. Default Value

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Sound#currentTime
  • References/Game Development/Phaser/Sound/Sound

currentTime : number The current time the sound is at. Source code:

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Graphics#drawShape()
  • References/Game Development/Phaser/Graphics/Graphics

drawShape(shape) → {PIXI.GraphicsData}

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