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

createMultiple(quantity, key, frame, exists) → {array}

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Component.Health#maxHealth
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

2025-01-10 15:47:30
InputHandler#start()
  • References/Game Development/Phaser/Game Objects/InputHandler

start(priority, useHandCursor) → {

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TilingSprite#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

2025-01-10 15:47:30
Physics.P2.BodyDebug#children
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

[readonly] children : Array.<Displa

2025-01-10 15:47:30
InputHandler#snapOnDrag
  • References/Game Development/Phaser/Game Objects/InputHandler

snapOnDrag : boolean When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not

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

setLayer(layer) Sets the current layer to the given index. Parameters

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Time#frames
  • References/Game Development/Phaser/Time/Time

[readonly] frames : integer Advanced timing result: The number of render frames record in

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GameObjectFactory#audio()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audio(key, volume, loop, connect) → {

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