Rope#preUpdate()
  • References/Game Development/Phaser/Display/Rope

preUpdate() Automatically called by World.preUpdate. Source code:

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BitmapData#processPixelRGB()
  • References/Game Development/Phaser/Graphics/BitmapData

processPixelRGB(callback, callbackContext, x, y, width, hei

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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Device#silk
  • References/Game Development/Phaser/System/Device

silk : boolean Set to true if running in the Silk browser (as used on the Amazon Kindle)

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Rectangle#bottomLeft
  • References/Game Development/Phaser/Geometry/Rectangle

bottomLeft : Phaser.Point The location of the Rectangles

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Physics.P2.Body#onEndContact
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

onEndContact : Phaser.Signal Dispatched when contact

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

[static] DEFAULT : PIXI.Texture

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FlexGrid#createFixedLayer()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

createFixedLayer(children) → {

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

[readonly] children : Array.<Displa

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

hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters

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