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

<constant> BITMAPDATA : integer Game Object type.

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Group#createMultiple()
  • References/Game Development/Phaser/Game Objects/Group

createMultiple(quantity, key, frame, exists) → {array}

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Text#alignTo()
  • References/Game Development/Phaser/Text/Text

alignTo(parent, position, offsetX, offsetY) → {Object}

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love.graphics.getHeight
  • References/Game Development/LÖVE/love.graphics

love.graphics.getHeight Available since LÖVE 0.2.1 This function is not supported in earlier versions. Gets the height in pixels of the

2025-01-10 15:47:30
RevoluteJoint:getJointSpeed
  • References/Game Development/LÖVE/love.physics/Joint/RevoluteJoint

RevoluteJoint:getJointSpeed Get the current joint angle speed. Function Synopsis

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Canvas:getFormat
  • References/Game Development/LÖVE/love.graphics/Canvas

Canvas:getFormat Available since LÖVE 0.9.1 This function is not supported in earlier versions. Gets the texture format of the Canvas.

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

setCircle(radius, offsetX, offsetY) Sets this

2025-01-10 15:47:30
Physics.P2.FixtureList#getFixtureByKey()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

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

new PhysicsBody() The PhysicsBody component manages the Game Objects physics body and physics enabling.It also overrides the x

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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