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

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than

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

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear

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Easing.Elastic#InOut()
  • References/Game Development/Phaser/Tweens/Easing.Elastic

InOut(k) → {number} Elastic ease-in/out. Parameters

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State#render()
  • References/Game Development/Phaser/Game States/State

render() Nearly all display objects in Phaser render automatically, you don't need to tell them to render.However the render method

2025-01-10 15:47:30
SpriteBatch#children
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] children : Array.<Displa

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Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

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

onStart : Phaser.Signal This event is dispatched when

2025-01-10 15:47:30
RandomDataGenerator#sow()
  • References/Game Development/Phaser/Math/RandomDataGenerator

sow(seeds) Reset the seed of the random data generator. Note: the seed array is only processed up to the first undefined

2025-01-10 15:47:30
Bullet#sendToBack()
  • References/Game Development/Phaser/Plugins/Bullet

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Camera.SHAKE_VERTICAL
  • References/Game Development/Phaser/Core/Camera

[static] SHAKE_VERTICAL : number Source code:

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