Sound#restart()
  • References/Game Development/Phaser/Sound/Sound

restart(marker, position, volume, loop)

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce)

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World#addAll()
  • References/Game Development/Phaser/Core/World

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

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Camera#displayObject
  • References/Game Development/Phaser/Core/Camera

displayObject :PIXI.DisplayObject The display object to which all game objects are added. Set by World.boot.

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Sprite#play()
  • References/Game Development/Phaser/Display/Sprite

play(name, frameRate, loop, killOnComplete) → {

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Component.Core#pendingDestroy
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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Text#destroyPhase
  • References/Game Development/Phaser/Text/Text

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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