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

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

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BitmapData#dirty
  • References/Game Development/Phaser/Graphics/BitmapData

dirty : boolean If dirty this BitmapData will be re-rendered. Source code:

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

<static> getBlue(color) → {number} Given a native color

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

checkTilemapKey(key) → {boolean} Checks if the given key exists in the Tilemap Cache.

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BitmapText#checkWorldBounds
  • References/Game Development/Phaser/Text/BitmapText

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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Tilemap#tileHeight
  • References/Game Development/Phaser/Tilemaps/Tilemap

tileHeight : number The base height of the tiles in the map (in pixels). Source

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Physics.Arcade.Body#worldBounce
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

worldBounce : Phaser.Point The elasticity of the Body

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Physics.P2.BodyDebug#physicsBodyType
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

physicsBodyType : integer If enableBody

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Button#setDownSound()
  • References/Game Development/Phaser/Display/Button

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button.

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

love.filesystem.enumerate Removed in LÖVE 0.9.0 It has been renamed to

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