Physics.P2.Body#damping
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear

2025-01-10 15:47:30
SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

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

alignTo(parent, position, offsetX, offsetY) → {Object}

2025-01-10 15:47:30
Physics.P2.BodyDebug#subAll()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

2025-01-10 15:47:30
Math#reverseAngle()
  • References/Game Development/Phaser/Math/Math

reverseAngle(angleRad) → {number} Reverses an angle. Parameters

2025-01-10 15:47:30
SpriteBatch#ignoreChildInput
  • References/Game Development/Phaser/Display/SpriteBatch

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

floorAll() Runs Math.floor() on the x, y, width and height values of this Rectangle. Source

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

alignIn(container, position, offsetX, offsetY)

2025-01-10 15:47:30
Text#setFrame()
  • References/Game Development/Phaser/Text/Text

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

2025-01-10 15:47:30