Image#alive
  • References/Game Development/Phaser/Display/Image

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

2025-01-10 15:47:30
Filter#type
  • References/Game Development/Phaser/Core/Filter

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.

2025-01-10 15:47:30
Physics.P2#collisionGroups
  • References/Game Development/Phaser/P2 Physics/Physics.P2

collisionGroups :array An array containing the collision groups that have been defined in the World.

2025-01-10 15:47:30
Graphics#debug
  • References/Game Development/Phaser/Graphics/Graphics

debug : boolean A debug flag designed for use with Game.enableStep.

2025-01-10 15:47:30
Sound#durationMS
  • References/Game Development/Phaser/Sound/Sound

durationMS : number The duration of the current sound marker in ms. Source

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

[readonly] previousPosition : Phaser.Point

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

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

2025-01-10 15:47:30
Tileset#columns
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] columns : integer The number of tile columns in the tileset.

2025-01-10 15:47:30