InputHandler#pointerOut()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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Weapon#fireAtPointer()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtPointer(pointer) → {Phaser.Bullet}

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Group#destroy()
  • References/Game Development/Phaser/Game Objects/Group

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

mouseOverCallback : Function A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).

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

[readonly] preRotation : number The previous rotation of the physics body.

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Creature#timeDelta
  • References/Game Development/Phaser/Game Objects/Creature

timeDelta : number How quickly the animation advances. Default Value

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

copyTransform(source, blendMode, roundPx) → {

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RetroFont#requiresReTint
  • References/Game Development/Phaser/Text/RetroFont

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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

yoyo : boolean True if the Tween is set to yoyo, otherwise false. Source

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Sprite#getBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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