Physics.Arcade.Body#preRotation
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] preRotation : number The previous rotation of the physics body.

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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SpriteBatch#ignoreChildInput
  • References/Game Development/Phaser/Display/SpriteBatch

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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GameObjectFactory#audioSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audioSprite(key) → {Phaser.AudioSprite}

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Text#name
  • References/Game Development/Phaser/Text/Text

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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global#removeAllListeners()
  • References/Game Development/Phaser/Global

removeAllListeners(eventName) Remove all listeners or only the listeners for the specified event. Parameters

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Image#setFrame()
  • References/Game Development/Phaser/Display/Image

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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Image#sendToBack()
  • References/Game Development/Phaser/Display/Image

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Button#getChildAt()
  • References/Game Development/Phaser/Display/Button

getChildAt(index) → {DisplayObject}

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Physics.P2#onConstraintAdded
  • References/Game Development/Phaser/P2 Physics/Physics.P2

onConstraintAdded : Phaser.Signal This signal is dispatched

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