QuadTree#getIndex()
  • References/Game Development/Phaser/Math/QuadTree

getIndex(rect) → {number} Determine which node the object belongs to. Parameters

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Physics#setBoundsToWorld()
  • References/Game Development/Phaser/Physics/Physics

setBoundsToWorld(left, right, top, bottom,

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Tilemap#getTileLeft()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces

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Pointer#movementY
  • References/Game Development/Phaser/Input/Pointer

movementY : number The vertical processed relative movement of the Pointer in pixels since last event.

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Tileset#columns
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] columns : integer The number of tile columns in the tileset.

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CanvasRenderer#autoResize
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

autoResize : boolean Whether the render view should be resized automatically Source

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CanvasRenderer#refresh
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

refresh : boolean Boolean flag controlling canvas refresh. Source code:

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Tween#from()
  • References/Game Development/Phaser/Tweens/Tween

from(properties, duration, ease, autoStart, delay,

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Physics.P2.Body#debug
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

debug : boolean Enable or disable debug drawing of this body Source code:

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

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled

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