TilemapLayer#right
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

2025-01-10 15:47:30
Particle#bottom
  • References/Game Development/Phaser/Particles/Particle

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

2025-01-10 15:47:30
Cache#addBitmapFont()
  • References/Game Development/Phaser/Loader/Cache

addBitmapFont(key, url, data, atlasData, atlasType, xSpacing, ySpacing)

2025-01-10 15:47:30
PointerMode.CURSOR
  • References/Game Development/Phaser/Input/PointerMode

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control

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

rotateLeft(speed) This will rotate the Body by the given speed to the left (counter-clockwise). Parameters

2025-01-10 15:47:30
Physics.P2.LockConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.LockConstraint

world : Phaser.Physics.P2 Local

2025-01-10 15:47:30
AnimationManager#game
  • References/Game Development/Phaser/Animation/AnimationManager

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

2025-01-10 15:47:30
Events#onEnterBounds
  • References/Game Development/Phaser/Game Objects/Events

onEnterBounds : Phaser.Signal This signal is dispatched

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

addBody(body) → {boolean} Add a body to the world. Parameters

2025-01-10 15:47:30
RetroFont#width
  • References/Game Development/Phaser/Text/RetroFont

width : number The with of the render texture Inherited From

2025-01-10 15:47:30