Tilemap#imagecollections
  • References/Game Development/Phaser/Tilemaps/Tilemap

imagecollections :array An array of Image Collections. Source code:

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Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

y : number The y property of this PointProxy get and set in pixels. Source

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

convertTilemap(map, layer, addToWorld, optimize)

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Component.InWorld#InWorld
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in

2025-01-10 15:47:30
Physics.Arcade.Body#halfHeight
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] halfHeight : number The calculated height / 2 of the physics body.

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love.window.isOpen
  • References/Game Development/LÖVE/love.window

love.window.isOpen Available since LÖVE 0.10.0 This function has been renamed from

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

love.math.decompress Available since LÖVE 0.10.0 This function is not supported in earlier versions. Decompresses a

2025-01-10 15:47:30
Point.normalize()
  • References/Game Development/Phaser/Geometry/Point

<static> normalize(a, out) → {

2025-01-10 15:47:30
QuadTree#retrieve()
  • References/Game Development/Phaser/Math/QuadTree

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

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Graphics#lineColor
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

lineColor : string The color of any lines drawn. Default Value

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