Game#id
  • References/Game Development/Phaser/Core/Game

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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Group#removeBetween()
  • References/Game Development/Phaser/Game Objects/Group

removeBetween(startIndex, endIndex, destroy, silent)

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State#State
  • References/Game Development/Phaser/Game States/State

new State() This is a base State class which can be extended if you are creating your own game.It provides quick access to common

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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Device#fullscreen
  • References/Game Development/Phaser/System/Device

fullscreen : boolean Does the browser support the Full Screen API? Source

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love.touchreleased
  • References/Game Development/LÖVE/love

love.touchreleased Available since LÖVE 0.10.0 This function is not supported in earlier versions. Callback function triggered when the touch

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Cache#getFrameByIndex()
  • References/Game Development/Phaser/Loader/Cache

getFrameByIndex(key, index, cache) → {Phaser

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global#PENDING_ATLAS
  • References/Game Development/Phaser/Global

<constant> PENDING_ATLAS : integer Game Object type.

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Utils.parseDimension()
  • References/Game Development/Phaser/Utils/Utils

<static> parseDimension(size, dimension) → {number} Get

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Video#render()
  • References/Game Development/Phaser/Game Objects/Video

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

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