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

<static> hexToColor(hex, out) → {object}

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Button#justReleasedPreventsOver
  • References/Game Development/Phaser/Display/Button

justReleasedPreventsOver : Phaser.PointerMode

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Math#ceilTo()
  • References/Game Development/Phaser/Math/Math

ceilTo(value, place, base) → {number} Ceils

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

resetShots(newLimit) → {Phaser

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Tilemap#getTileLeft()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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LoaderParser#LoaderParser
  • References/Game Development/Phaser/Loader/LoaderParser

new LoaderParser() Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted

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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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(Image):getFilter
  • References/Game Development/LÖVE/love.graphics/Image

(Image):getFilter Gets the filter mode for an image. Function Synopsis

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Graphics#offsetX
  • References/Game Development/Phaser/Graphics/Graphics

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

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