Physics.P2.Spring#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

game : Phaser.Game Local reference to game.

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

alignTo(parent, position, offsetX, offsetY) → {

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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SpriteBatch#getTop()
  • References/Game Development/Phaser/Display/SpriteBatch

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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Point.rotate()
  • References/Game Development/Phaser/Geometry/Point

<static> rotate(a, x, y, angle, asDegrees, distance)

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Physics.Arcade.Body#checkCollision
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.

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global#VIDEO
  • References/Game Development/Phaser/Global

<constant> VIDEO : integer Game Object type.

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Sound#pausedTime
  • References/Game Development/Phaser/Sound/Sound

pausedTime : number The game time at which the sound was paused. Source code:

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Cache.SOUND
  • References/Game Development/Phaser/Loader/Cache

[static] SOUND : number Source code:

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

<static> blendSubtract(a, b) → {integer} Combines the

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