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

addConstraint(constraint) → {Phaser.Physics.P2.Constraint} Adds a Constraint to the world.

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Physics.P2.BodyDebug#cameraOffset
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

cameraOffset : Phaser.Point If this object is

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Physics.Ninja.Tile#collideWorldBounds()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

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FlexLayer#topRight
  • References/Game Development/Phaser/Game Scaling/FlexLayer

topRight : Phaser.Point Source code:

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Graphics#lineTo()
  • References/Game Development/Phaser/Graphics/Graphics

lineTo(x, y) → {PIXI.Graphics}

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Cache#removeJSON()
  • References/Game Development/Phaser/Loader/Cache

removeJSON(key) Removes a json object from the cache. Note that this only removes it from the Phaser.Cache. If you still have

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

onConnectCallback : Function This callback is invoked every time any gamepad is connected

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RetroFont#characterHeight
  • References/Game Development/Phaser/Text/RetroFont

characterHeight : number The height of each character in the font set. Source

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Graphics#lineColor
  • References/Game Development/Phaser/Graphics/Graphics

lineColor : string The color of any lines drawn. Inherited From

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Physics.Ninja.Circle#body
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

body Properties: Name Type Description

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