Physics.Ninja.Tile#collideWorldBounds()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API

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

getBodies() → {array.<Phaser

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Mouse#capture
  • References/Game Development/Phaser/Input/Mouse

capture : boolean If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully

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

alignIn(container, position, offsetX, offsetY)

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Mouse.LEFT_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] LEFT_BUTTON : number Source code:

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

<static> add(a, b, out) → {

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Physics.Arcade#velocityFromAngle()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

velocityFromAngle(angle, speed, point) → {

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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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

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

[readonly] halfHeight : number The calculated height / 2 of the physics body.

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