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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Physics.P2.Body#allowSleep
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

allowSleep : boolean - Source code:

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TilemapLayer#debug
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

moveToXY(displayObject, x, y, speed, maxTime) → {number}

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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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Particles.Arcade.Emitter#bounce
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

bounce : Phaser.Point How much each particle should

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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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