Button#sendToBack()
  • References/Game Development/Phaser/Display/Button

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

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Stage#height
  • References/Game Development/Phaser/Core/Stage

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

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BitmapText#kill()
  • References/Game Development/Phaser/Text/BitmapText

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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TileSprite#left
  • References/Game Development/Phaser/Display/TileSprite

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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SinglePad#onFloatCallback
  • References/Game Development/Phaser/Gamepads/SinglePad

onFloatCallback : Function This callback is invoked every time a button is changed to a value where value > 0 and value <

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SinglePad#connected
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] connected : boolean Whether or not this particular gamepad is connected or not

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QuadTree#retrieve()
  • References/Game Development/Phaser/Math/QuadTree

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

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Point.add()
  • References/Game Development/Phaser/Geometry/Point

<static> add(a, b, out) → {

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Physics.Ninja.Body#facing
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

facing : number A const reference to the direction the Body is traveling or facing. Source

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Physics.Arcade#sortTopBottom()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM

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