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

getOverlapY(body1, body2, overlapOnly) → {float} Calculates the vertical overlap between two Bodies

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

onCollide : Phaser.Signal A Signal that is dispatched

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Button#getChildAt()
  • References/Game Development/Phaser/Display/Button

getChildAt(index) → {DisplayObject}

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

<static> projectUnit(a, b, out) → {

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Gamepad#setDeadZones()
  • References/Game Development/Phaser/Gamepads/Gamepad

setDeadZones() Sets the deadZone variable for all four gamepads Source code:

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TweenData#easingFunction
  • References/Game Development/Phaser/Tweens/TweenData

easingFunction : Function The easing function used for the Tween. Default

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SpriteBatch#length
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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Button#name
  • References/Game Development/Phaser/Display/Button

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

<static> blendOverlay(a, b) → {integer} Multiplies or

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