love.font.newGlyphData
  • References/Game Development/LÖVE/love.font

love.font.newGlyphData Available since LÖVE 0.7.0 This function is not supported in earlier versions. Creates a new GlyphData.

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Texture#Texture
  • References/Game Development/Phaser/PIXI/PIXI.Texture

new Texture(baseTexture, frame, crop, trim) A texture stores the information

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Particle#texture
  • References/Game Development/Phaser/Particles/Particle

texture : PIXI.Texture The texture that the

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Component.Core#events
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

events : Phaser.Events All Phaser Game Objects

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Input#scale
  • References/Game Development/Phaser/Input/Input

scale : Phaser.Point The scale by which all input coordinates

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

blendScreen() → {Phaser.BitmapData}

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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Rectangle#floorAll()
  • References/Game Development/Phaser/Geometry/Rectangle

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

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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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Input#keyboard
  • References/Game Development/Phaser/Input/Input

keyboard : Phaser.Keyboard The Keyboard Input manager

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