Creature#fixedToCamera
  • References/Game Development/Phaser/Game Objects/Creature

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
Color.hueToColor()
  • References/Game Development/Phaser/Utils/Color

<static> hueToColor(p, q, t) → {number} Converts a hue

2025-01-10 15:47:30
Loader#pack()
  • References/Game Development/Phaser/Loader/Loader

pack(key, url, data, callbackContext) → {

2025-01-10 15:47:30
Group#subAll()
  • References/Game Development/Phaser/Game Objects/Group

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

2025-01-10 15:47:30
Physics.BOX2D
  • References/Game Development/Phaser/Physics/Physics

[static] BOX2D : number Source code:

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

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

2025-01-10 15:47:30
Plugin#hasPostRender
  • References/Game Development/Phaser/Plugins/Plugin

hasPostRender : boolean A flag to indicate if this plugin has a postRender method. Source

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global#mixin()
  • References/Game Development/Phaser/Global

mixin(object) Mixes in the properties of the EventTarget prototype onto another object Parameters

2025-01-10 15:47:30
Device#ejecta
  • References/Game Development/Phaser/System/Device

ejecta : boolean Is the game running under Ejecta? Source code:

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Tween#Tween
  • References/Game Development/Phaser/Tweens/Tween

new Tween(target, game, manager) A Tween allows you to alter one or more properties of a target object over a defined period of time

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