TilemapLayer#updateCrop()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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PointerMode.CURSOR
  • References/Game Development/Phaser/Input/PointerMode

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control

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Line#random()
  • References/Game Development/Phaser/Geometry/Line

random(out) → {Phaser.Point}

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

fireAtXY(x, y) → {

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love.graphics.setPoint
  • References/Game Development/LÖVE/love.graphics

love.graphics.setPoint Removed in LÖVE 0.9.0 Use

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RetroFont#frameData
  • References/Game Development/Phaser/Text/RetroFont

frameData : Phaser.FrameData The FrameData

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Device#littleEndian
  • References/Game Development/Phaser/System/Device

littleEndian : boolean Is the device big or little endian? (only detected if the browser supports TypedArrays)

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Sound#pausedPosition
  • References/Game Development/Phaser/Sound/Sound

pausedPosition : number The position the sound had reached when it was paused. Source

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love.mouse.isGrabbed
  • References/Game Development/LÖVE/love.mouse

love.mouse.isGrabbed Checks if the mouse is grabbed. Function Synopsis

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Component.Bounds#offsetX
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

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

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