Tilemap#getTileBelow()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

alpha : number The alpha value of the group container. Inherited From

2025-01-10 15:47:30
ArraySet#first
  • References/Game Development/Phaser/Utils/ArraySet

first :any Returns the first item and resets the cursor to the start. Source

2025-01-10 15:47:30
Physics.Arcade.Body#onCollide
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

onCollide : Phaser.Signal A Signal that is dispatched

2025-01-10 15:47:30
RetroFont#text
  • References/Game Development/Phaser/Text/RetroFont

text : string Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is

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

setSensor(value, fixtureKey) Parameters Name Type Description

2025-01-10 15:47:30
Physics.Ninja.Circle#reportCollisionVsWorld()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters

2025-01-10 15:47:30
Color.HSLColorWheel()
  • References/Game Development/Phaser/Utils/Color

<static> HSLColorWheel(s, l) → {array}

2025-01-10 15:47:30
Animation#delay
  • References/Game Development/Phaser/Animation/Animation

delay : number The delay in ms between each frame of the Animation, based on the given frameRate.

2025-01-10 15:47:30