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

convertCollisionObjects(map, layer, addToWorld) → {array}

2025-01-10 15:47:30
Source:getType
  • References/Game Development/LÖVE/love.audio/Source

Source:getType Available since LÖVE 0.10.0 This function is not supported in earlier versions. Gets the type (static or stream) of the Source

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters

2025-01-10 15:47:30
Weapon#bulletKillDistance
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

2025-01-10 15:47:30
Animation#currentFrame
  • References/Game Development/Phaser/Animation/Animation

currentFrame : Phaser.Frame The currently displayed

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

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload

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

frameData : Phaser.FrameData The FrameData

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

love.mouse.setGrab Removed in LÖVE 0.9.0 It has been renamed to

2025-01-10 15:47:30
Graphics#quadraticCurveTo()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}

2025-01-10 15:47:30