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

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button.

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

[readonly] height : integer The current Game Height in pixels. Do not modify this

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StateManager#states
  • References/Game Development/Phaser/Game States/StateManager

states : Object The object containing Phaser.States. Source code:

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Input#onDown
  • References/Game Development/Phaser/Input/Input

onDown : Phaser.Signal A Signal that is dispatched

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Physics.Ninja#maxLevels
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels.

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State#make
  • References/Game Development/Phaser/Game States/State

make : Phaser.GameObjectCreator

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Rope#getLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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Texture#frame
  • References/Game Development/Phaser/PIXI/PIXI.Texture

frame :Rectangle The frame specifies the region of the base texture that this texture uses

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

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

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Particle#setScaleMinMax()
  • References/Game Development/Phaser/Particles/Particle

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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