Group#width
  • References/Game Development/Phaser/Game Objects/Group

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Sprite#sendToBack()
  • References/Game Development/Phaser/Display/Sprite

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Rectangle#resize()
  • References/Game Development/Phaser/Geometry/Rectangle

resize(width, height) → {Phaser.Rectangle}

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TilemapLayer#scrollFactorX
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

scrollFactorX : number Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls

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Font:getFilter
  • References/Game Development/LÖVE/love.graphics/Font

Font:getFilter Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the filter mode for a font.

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Weapon#bulletCollideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

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Physics.Ninja.Circle#projCircle_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegS(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

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Particle#height
  • References/Game Development/Phaser/Particles/Particle

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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Camera#x
  • References/Game Development/Phaser/Core/Camera

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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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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