Component.Core#game
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

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

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Group.SORT_ASCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_ASCENDING : integer A sort ordering value, as specified in

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Bullet#getLocalBounds()
  • References/Game Development/Phaser/Plugins/Bullet

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

[readonly] physicsType : number The const physics body type of this object.

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

<static> blendGlow(a, b) → {integer} Glow blend mode

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

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body

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

enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

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Physics.P2.BodyDebug#left
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object

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