Gamepad#padsConnected
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] padsConnected : number How many live gamepads are currently connected.

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InputHandler#pointerOver()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite

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

key : string The key of the BitmapData in the Cache, if stored there. Source

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Keyboard#update()
  • References/Game Development/Phaser/Input/Keyboard

update() Updates all currently defined keys. Source code:

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ScaleManager#pageAlignHorizontally
  • References/Game Development/Phaser/Game Scaling/ScaleManager

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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BitmapData#blendAdd()
  • References/Game Development/Phaser/Graphics/BitmapData

blendAdd() → {Phaser.BitmapData}

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Particle#texture
  • References/Game Development/Phaser/Particles/Particle

texture : PIXI.Texture The texture that the

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Camera.SHAKE_VERTICAL
  • References/Game Development/Phaser/Core/Camera

[static] SHAKE_VERTICAL : number Source code:

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ScaleManager#screenOrientation
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] screenOrientation : string The last known orientation of the screen, as

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