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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Rope#right
  • References/Game Development/Phaser/Display/Rope

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

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Physics.P2.Body#getCollisionMask()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

getCollisionMask() → {number} Gets the collision bitmask from the groups this body collides with

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Cache#getText()
  • References/Game Development/Phaser/Loader/Cache

getText(key) → {object} Gets a Text object from the cache. The object is looked-up based

2025-01-10 15:47:30
Physics.P2#addContactMaterial()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

addContactMaterial(material) → {

2025-01-10 15:47:30
Text#Text
  • References/Game Development/Phaser/Text/Text

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

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BitmapData#ctx
  • References/Game Development/Phaser/Graphics/BitmapData

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code:

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

onBlur : Phaser.Signal This event is fired when the

2025-01-10 15:47:30