Loader#onFileStart
  • References/Game Development/Phaser/Loader/Loader

onFileStart : Phaser.Signal This event is dispatched

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Plugin#preUpdate()
  • References/Game Development/Phaser/Plugins/Plugin

preUpdate() Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics)

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global#CREATURE
  • References/Game Development/Phaser/Global

<constant> CREATURE : integer Game Object type.

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SinglePad#addCallbacks()
  • References/Game Development/Phaser/Gamepads/SinglePad

addCallbacks(context, callbacks) Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change

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FrameData#getFrame()
  • References/Game Development/Phaser/Animation/FrameData

getFrame(index) → {Phaser.Frame}

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Rectangle#bottomRight
  • References/Game Development/Phaser/Geometry/Rectangle

bottomRight : Phaser.Point The location of the Rectangles

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SinglePad#index
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] index : number The gamepad index as per browsers data

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

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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Tile#intersects()
  • References/Game Development/Phaser/Tilemaps/Tile

intersects(x, y, right, bottom) Check for intersection with this tile. Parameters

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BitmapData#height
  • References/Game Development/Phaser/Graphics/BitmapData

height : number The height of the BitmapData in pixels. Source code:

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