Texture#frame
  • References/Game Development/Phaser/PIXI/PIXI.Texture

frame :Rectangle The frame specifies the region of the base texture that this texture uses

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

setMaterial(material, fixtureKey) Parameters Name Type Description

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Sprite#bottom
  • References/Game Development/Phaser/Display/Sprite

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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Sprite#transformCallback
  • References/Game Development/Phaser/Display/Sprite

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

moveForward(speed) Moves the Body forwards based on its current angle and the given speed.The speed is represented in pixels per

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

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

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World#remove()
  • References/Game Development/Phaser/Core/World

remove(child, destroy, silent) → {boolean}

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

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

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Input#doubleTapRate
  • References/Game Development/Phaser/Input/Input

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

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World#countLiving()
  • References/Game Development/Phaser/Core/World

countLiving() → {integer} Get the number of living children in this group. Returns

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