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

2025-01-10 15:47:30
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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