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

getSound(key) → {Phaser.Sound}

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Weapon#bulletKillDistance
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

2025-01-10 15:47:30
FlexLayer#topRight
  • References/Game Development/Phaser/Game Scaling/FlexLayer

topRight : Phaser.Point Source code:

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Physics.Ninja.AABB#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

[readonly] height : number The height. Source

2025-01-10 15:47:30
Particles.Arcade.Emitter#set()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

set(child, key, value, checkAlive, checkVisible, operation,

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

getAt(index) → {DisplayObject | integer}

2025-01-10 15:47:30
Color.RGBtoHSL()
  • References/Game Development/Phaser/Utils/Color

<static> RGBtoHSL(r, g, b, out) → {object}

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

frameRate : number The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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World#countLiving()
  • References/Game Development/Phaser/Core/World

countLiving() → {integer} Get the number of living children in this group. Returns

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