Time#suggestedFps
  • References/Game Development/Phaser/Time/Time

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated

2025-01-10 15:47:30
StateManager#checkState()
  • References/Game Development/Phaser/Game States/StateManager

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid

2025-01-10 15:47:30
FlexLayer#getFirstExists()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

getFirstExists(exists, createIfNull, x, y,

2025-01-10 15:47:30
love.system.getPowerInfo
  • References/Game Development/LÖVE/love.system

love.system.getPowerInfo Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets information about the system's

2025-01-10 15:47:30
BitmapData#blendColor()
  • References/Game Development/Phaser/Graphics/BitmapData

blendColor() → {Phaser.BitmapData}

2025-01-10 15:47:30
Math#fuzzyFloor()
  • References/Game Development/Phaser/Math/Math

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given

2025-01-10 15:47:30
Tween#Tween
  • References/Game Development/Phaser/Tweens/Tween

new Tween(target, game, manager) A Tween allows you to alter one or more properties of a target object over a defined period of time

2025-01-10 15:47:30
Graphics#moveTo()
  • References/Game Development/Phaser/Graphics/Graphics

moveTo(x, y) → {PIXI.Graphics}

2025-01-10 15:47:30
Graphics#arc()
  • References/Game Development/Phaser/Graphics/Graphics

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {

2025-01-10 15:47:30
TilemapLayer#lifespan
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30