Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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ParticleSystem:setInsertMode
  • References/Game Development/LÖVE/love.graphics/ParticleSystem

ParticleSystem:setInsertMode Available since LÖVE 0.9.0 This function is not supported in earlier versions. Sets the mode to use when the ParticleSystem

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Graphics#lineTo()
  • References/Game Development/Phaser/Graphics/Graphics

lineTo(x, y) → {PIXI.Graphics}

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

tilesets :array An array of Tilesets. Source code:

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(File):isEOF
  • References/Game Development/LÖVE/love.filesystem/File

(File):isEOF Available since LÖVE 0.10.0 It has been renamed from

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

getShortestAngle(angle1, angle2) → {number} Gets the shortest angle between angle1

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Fixture:setUserData
  • References/Game Development/LÖVE/love.physics/Fixture

Fixture:setUserData Available since LÖVE 0.8.0 This method is not supported in earlier versions. Associates a Lua value with the fixture.

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love.timer.getAverageDelta
  • References/Game Development/LÖVE/love.timer

love.timer.getAverageDelta Available since LÖVE 0.9.0 This function is not supported in earlier versions. Returns the average delta time (seconds

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

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

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