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

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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Utils.Debug#renderShadow
  • References/Game Development/Phaser/Utils/Utils.Debug

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background

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WebGLRenderer#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

destroy() Removes everything from the renderer (event listeners, spritebatch, etc...) Source

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Graphics#offsetX
  • References/Game Development/Phaser/Graphics/Graphics

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

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

ejecta : boolean Is the game running under Ejecta? Source code:

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SpriteBatch#sort()
  • References/Game Development/Phaser/Display/SpriteBatch

sort(key, order) Sort the children in the group according to a particular

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Sprite#width
  • References/Game Development/Phaser/Display/Sprite

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

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Sprite#deltaY
  • References/Game Development/Phaser/Display/Sprite

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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WheelJoint:getJointSpeed
  • References/Game Development/LÖVE/love.physics/Joint/WheelJoint

WheelJoint:getJointSpeed Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the current joint translation

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