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

position : Phaser.Point Source code:

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State#load
  • References/Game Development/Phaser/Game States/State

load : Phaser.Loader A reference to the Loader, which

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Particle#overlap()
  • References/Game Development/Phaser/Particles/Particle

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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Filter#game
  • References/Game Development/Phaser/Core/Filter

game : Phaser.Game A reference to the currently running game

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DisplayObjectContainer#getChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.DisplayObjectContainer

getChildAt(index) → {DisplayObject}

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Particles.Arcade.Emitter#countDead()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

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

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Device#cocoonJS
  • References/Game Development/Phaser/System/Device

cocoonJS : boolean Is the game running under CocoonJS? Source code:

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Particles.Arcade.Emitter#setRotation()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setRotation(min, max) → {

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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State#camera
  • References/Game Development/Phaser/Game States/State

camera : Phaser.Camera A handy reference to World.camera

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