Image#tintedTexture
  • References/Game Development/Phaser/Display/Image

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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LinkedList#last
  • References/Game Development/Phaser/Utils/LinkedList

last : Object Last element in the list. Source code:

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Color.blendDifference()
  • References/Game Development/Phaser/Utils/Color

<static> blendDifference(a, b) → {integer} Subtracts

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StateManager#created
  • References/Game Development/Phaser/Game States/StateManager

[readonly] created : boolean True if the current state has had its create method

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RetroFont.TEXT_SET6
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET6 : string Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'

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Touch#stop()
  • References/Game Development/Phaser/Input/Touch

stop() Stop the event listeners. Source code:

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Canvas:getWidth
  • References/Game Development/LÖVE/love.graphics/Canvas

Canvas:getWidth Gets the width of the Canvas. Function Synopsis width

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RenderTexture#getImage()
  • References/Game Development/Phaser/Graphics/RenderTexture

getImage() → {Image} Will return a HTML Image of the texture Returns

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

[readonly] previousPosition : Phaser.Point

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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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