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

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

love.joystick.saveGamepadMappings Available since LÖVE 0.9.2 This function is not supported in earlier versions. Saves the virtual gamepad mappings

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DOM.layoutBounds
  • References/Game Development/Phaser/System/DOM

<static, readonly> layoutBounds : Phaser.Rectangle

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Input.TOUCH_OVERRIDES_MOUSE
  • References/Game Development/Phaser/Input/Input

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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Physics.P2#convertTilemap()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

convertTilemap(map, layer, addToWorld, optimize)

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Physics.P2.Body#moveLeft()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.The speed

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