Rectangle.contains()
  • References/Game Development/Phaser/Geometry/Rectangle

<static> contains(a, x, y) → {boolean} Determines whether

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Physics.P2.Body#onEndContact
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

onEndContact : Phaser.Signal Dispatched when contact

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TileSprite#inWorld
  • References/Game Development/Phaser/Display/TileSprite

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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Physics.Arcade.Body#collideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

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Particle#sendToBack()
  • References/Game Development/Phaser/Particles/Particle

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Group#addChildAt()
  • References/Game Development/Phaser/Game Objects/Group

addChildAt(child, index) → {DisplayObject}

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Device#iPad
  • References/Game Development/Phaser/System/Device

iPad : boolean Is running on iPad? Source code:

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Physics.Arcade.Body#worldBounce
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

worldBounce : Phaser.Point The elasticity of the Body

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

<static> HSVColorWheel(s, v) → {array}

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Cache#autoResolveURL
  • References/Game Development/Phaser/Loader/Cache

autoResolveURL : boolean Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.

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