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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

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

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Bullet#getLocalBounds()
  • References/Game Development/Phaser/Plugins/Bullet

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

[readonly] total : integer Total number of existing children in the group.

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Ellipse#setTo()
  • References/Game Development/Phaser/Geometry/Ellipse

setTo(x, y, width, height) → {Phaser.Ellipse}

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QuadTree#getIndex()
  • References/Game Development/Phaser/Math/QuadTree

getIndex(rect) → {number} Determine which node the object belongs to. Parameters

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TileSprite#kill()
  • References/Game Development/Phaser/Display/TileSprite

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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love.filesystem.areSymlinksEnabled
  • References/Game Development/LÖVE/love.filesystem

love.filesystem.areSymlinksEnabled Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets whether love.filesystem

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Physics.Ninja.Circle#projCircle_Concave()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_Concave(x, y, oH, oV, obj, t) → {number} Resolves Concave tile collision.

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Frame#spriteSourceSizeW
  • References/Game Development/Phaser/Animation/Frame

spriteSourceSizeW : number Width of the trimmed sprite. Source code:

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