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

position : Phaser.Point Source code:

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

getPhysicsData(key, object, fixtureKey) → {object} Gets a Physics

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Color.blendAverage()
  • References/Game Development/Phaser/Utils/Color

<static> blendAverage(a, b) → {integer} Takes the average

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

convertCollisionObjects(map, layer, addToWorld) → {array}

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

removeChild(child) → {DisplayObject}

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RenderTexture#width
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

width : number The with of the render texture Source code:

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TileSprite#preUpdate()
  • References/Game Development/Phaser/Display/TileSprite

preUpdate() Automatically called by World.preUpdate. Source code:

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Rope#debug
  • References/Game Development/Phaser/Display/Rope

debug : boolean A debug flag designed for use with Game.enableStep.

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Math#isOdd()
  • References/Game Development/Phaser/Math/Math

isOdd(n) → {boolean} Returns true if the number given is odd. Parameters

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DOM.getBounds()
  • References/Game Development/Phaser/System/DOM

<static> getBounds(element, cushion) → {Object | boolean}

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