ScaleManager#ScaleManager
  • References/Game Development/Phaser/Game Scaling/ScaleManager

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by

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TilemapLayer#inCamera
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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World#remove()
  • References/Game Development/Phaser/Core/World

remove(child, destroy, silent) → {boolean}

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World#physicsBodyType
  • References/Game Development/Phaser/Core/World

physicsBodyType : integer If enableBody

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Creature#game
  • References/Game Development/Phaser/Game Objects/Creature

game : Phaser.Game A reference to the currently running Game

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WebGLFilterManager#setContext()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

setContext(gl) Initialises the context and the properties. Parameters

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RenderTexture#renderRawXY()
  • References/Game Development/Phaser/Graphics/RenderTexture

renderRawXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture

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Color.blendAdd()
  • References/Game Development/Phaser/Utils/Color

<static> blendAdd(a, b) → {integer} Adds the source and

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Rope#blendMode
  • References/Game Development/Phaser/Display/Rope

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

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ScaleManager.RESIZE
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] RESIZE : integer A scale mode that causes the Game size to change - see

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