Weapon#fireAtXY()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtXY(x, y) → {

2025-01-10 15:47:30
love.graphics.setPoint
  • References/Game Development/LÖVE/love.graphics

love.graphics.setPoint Removed in LÖVE 0.9.0 Use

2025-01-10 15:47:30
RetroFont#frameData
  • References/Game Development/Phaser/Text/RetroFont

frameData : Phaser.FrameData The FrameData

2025-01-10 15:47:30
Device#littleEndian
  • References/Game Development/Phaser/System/Device

littleEndian : boolean Is the device big or little endian? (only detected if the browser supports TypedArrays)

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

pausedPosition : number The position the sound had reached when it was paused. Source

2025-01-10 15:47:30
love.mouse.isGrabbed
  • References/Game Development/LÖVE/love.mouse

love.mouse.isGrabbed Checks if the mouse is grabbed. Function Synopsis

2025-01-10 15:47:30
Component.Bounds#offsetX
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

2025-01-10 15:47:30
CanvasRenderer#context
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

context :CanvasRenderingContext2D The canvas 2d context that everything is drawn with

2025-01-10 15:47:30
Font:setFilter
  • References/Game Development/LÖVE/love.graphics/Font

Font:setFilter Available since LÖVE 0.9.0 This function is not supported in earlier versions. Sets the filter mode for a font.

2025-01-10 15:47:30
Group#next()
  • References/Game Development/Phaser/Game Objects/Group

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

2025-01-10 15:47:30