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

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

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Joint:getType
  • References/Game Development/LÖVE/love.physics/Joint

Joint:getType Gets a string representing the type. Function Synopsis

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

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

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

[readonly] image : Object The cached image that contains the individual tiles. Use setImage

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Component.Bounds#left
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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Text#context
  • References/Game Development/Phaser/Text/Text

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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Physics.Ninja.Circle#projCircle_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegS(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

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Cache#getShader()
  • References/Game Development/Phaser/Loader/Cache

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up

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Physics.Ninja.Body#speed
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

[readonly] speed : number The speed of this Body

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Gamepad#onConnectCallback
  • References/Game Development/Phaser/Gamepads/Gamepad

onConnectCallback : Function This callback is invoked every time any gamepad is connected

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