Graphics#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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Physics#arcade
  • References/Game Development/Phaser/Physics/Physics

arcade : Phaser.Physics.Arcade

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Particles.Arcade.Emitter#lifespan
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

lifespan : number How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles

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

<static> HSLtoRGB(h, s, l, out) → {object}

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Animation#loopCount
  • References/Game Development/Phaser/Animation/Animation

loopCount : number The number of times the animation has looped since it was last started.

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

linux : boolean Is running on linux? Source code:

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global#ANGLE_LEFT
  • References/Game Development/Phaser/Global

<constant> ANGLE_LEFT : integer The Angle (in degrees) a Game Object needs to be set

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Text#renderOrderID
  • References/Game Development/Phaser/Text/Text

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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Sprite#shader
  • References/Game Development/Phaser/Display/Sprite

shader : PIXI.AbstractFilter The

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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