Physics.P2#time
  • References/Game Development/Phaser/P2 Physics/Physics.P2

[readonly] time : boolean The World time. Source

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

<static> toABGR(r, g, b, a) → {number} Converts RGBA

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SoundManager#onUnMute
  • References/Game Development/Phaser/Sound/SoundManager

onUnMute : Phaser.Signal This signal is dispatched

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Body:applyForce
  • References/Game Development/LÖVE/love.physics/Body

Body:applyForce Apply force to a Body. A force pushes a body in a direction. A body with with a larger mass will react less. The reaction also depends on how long a force is applied:

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

world : Phaser.Point The world coordinates of this

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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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Game#id
  • References/Game Development/Phaser/Core/Game

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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global#ROPE
  • References/Game Development/Phaser/Global

<constant> ROPE : integer Game Object type.

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

love.graphics.isCreated Removed in LÖVE 0.9.0 Moved to the love

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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