Camera#onFlashComplete
  • References/Game Development/Phaser/Core/Camera

onFlashComplete : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Game#stepping
  • References/Game Development/Phaser/Core/Game

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

2025-01-10 15:47:30
global#ROPE
  • References/Game Development/Phaser/Global

<constant> ROPE : integer Game Object type.

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

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

2025-01-10 15:47:30
InputHandler#pointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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

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

2025-01-10 15:47:30
Video#removeVideoElement()
  • References/Game Development/Phaser/Game Objects/Video

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

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

accelerationFromRotation(rotation, speed, point) → {

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30