Physics.P2.BodyDebug#exists
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

play(name, frameRate, loop, killOnComplete) → {

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InputHandler#pointerOut()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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TilingSprite#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

rnd : Phaser.RandomDataGenerator

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GameObjectCreator#sprite()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

sprite(x, y, key, frame) → {Phaser

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Device#mp3
  • References/Game Development/Phaser/System/Device

mp3 : boolean Can this device play mp3 files? Source code:

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TilingSprite#addChild()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

addChild(child) → {DisplayObject}

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BitmapText#fixedToCamera
  • References/Game Development/Phaser/Text/BitmapText

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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