Graphics#right
  • References/Game Development/Phaser/Graphics/Graphics

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

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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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QuadTree#level
  • References/Game Development/Phaser/Math/QuadTree

level : number The current level. Source code:

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

sprite : Phaser.Sprite Reference to the parent Sprite

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Utils#chanceRoll()
  • References/Game Development/Phaser/Utils/Utils

chanceRoll(chance) → {boolean} Generate a random bool result based on the chance value. Returns

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World#onChildInputOver
  • References/Game Development/Phaser/Core/World

onChildInputOver : Phaser.Signal This Signal is dispatched

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World#z
  • References/Game Development/Phaser/Core/World

[readonly] z : integer The z-depth value of this object within its parent container/Group

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Filter#type
  • References/Game Development/Phaser/Core/Filter

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.

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Camera#preUpdate()
  • References/Game Development/Phaser/Core/Camera

preUpdate() Camera preUpdate. Sets the total view counter to zero. Source code:

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Filter#height
  • References/Game Development/Phaser/Core/Filter

height : number The height (resolution uniform) Source code:

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