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

<static> HSLColorWheel(s, l) → {array}

2025-01-10 15:47:30
BitmapText#smoothed
  • References/Game Development/Phaser/Text/BitmapText

smoothed : boolean Enable or disable texture smoothing for this BitmapText. The smoothing is applied to the BaseTexture

2025-01-10 15:47:30
Particles.Arcade.Emitter#remove()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

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

2025-01-10 15:47:30
Cache#addText()
  • References/Game Development/Phaser/Loader/Cache

addText(key, url, data) Add a new text data. Parameters Name

2025-01-10 15:47:30
SpriteBatch#angle
  • References/Game Development/Phaser/Display/SpriteBatch

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

multiply(x, y) → {Phaser.Point}

2025-01-10 15:47:30
Particles.Arcade.Emitter#getLocalBounds()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

2025-01-10 15:47:30
Particle#damage
  • References/Game Development/Phaser/Particles/Particle

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

2025-01-10 15:47:30
State#create()
  • References/Game Development/Phaser/Game States/State

create() create is called once preload has completed, this includes the loading of any assets from the Loader.If you don't have

2025-01-10 15:47:30
Physics.Ninja.Body#deltaX()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous

2025-01-10 15:47:30