FlexLayer#resetCursor()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

resetCursor(index) → {any} Sets the group cursor to the first child

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Rope#getLocalBounds()
  • References/Game Development/Phaser/Display/Rope

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

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Sprite#autoCull
  • References/Game Development/Phaser/Display/Sprite

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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BitmapData#getPixel32()
  • References/Game Development/Phaser/Graphics/BitmapData

getPixel32(x, y) → {number} Get the color of a specific pixel including its alpha value.If

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global#blendModes
  • References/Game Development/Phaser/Global

<constant> blendModes Various blend modes supported by Pixi. IMPORTANT: The WebGL renderer only supports the NORMAL

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SoundManager#context
  • References/Game Development/Phaser/Sound/SoundManager

context :AudioContext The AudioContext being used for playback. Source code:

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

new State() This is a base State class which can be extended if you are creating your own game.It provides quick access to common

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

[readonly] totalActivePointers : integers The total number of active Pointers, not counting

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

x : number The x position. Source code:

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