Graphics#addChildAt()
  • References/Game Development/Phaser/Graphics/Graphics

addChildAt(child, index) → {DisplayObject}

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Group#width
  • References/Game Development/Phaser/Game Objects/Group

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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DeviceButton#parent
  • References/Game Development/Phaser/Input/DeviceButton

parent : Phaser.Pointer |

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

autoAlpha : boolean When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to

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

parse() Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon Source

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WebGLFilterManager#setContext()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

setContext(gl) Initialises the context and the properties. Parameters

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Cache.CANVAS
  • References/Game Development/Phaser/Loader/Cache

[static] CANVAS : number Source code:

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InputHandler#draggable
  • References/Game Development/Phaser/Game Objects/InputHandler

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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Tile#intersects()
  • References/Game Development/Phaser/Tilemaps/Tile

intersects(x, y, right, bottom) Check for intersection with this tile. Parameters

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Video#retryLimit
  • References/Game Development/Phaser/Game Objects/Video

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout

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