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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

2025-01-10 15:47:30
Physics.P2.BodyDebug#left
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

2025-01-10 15:47:30
Sprite#contains()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

2025-01-10 15:47:30
Particles.Arcade.Emitter#width
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

width : number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.

2025-01-10 15:47:30
Filter#game
  • References/Game Development/Phaser/Core/Filter

game : Phaser.Game A reference to the currently running game

2025-01-10 15:47:30
Events#onEnterBounds
  • References/Game Development/Phaser/Game Objects/Events

onEnterBounds : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Game#id
  • References/Game Development/Phaser/Core/Game

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

2025-01-10 15:47:30
RandomDataGenerator#sow()
  • References/Game Development/Phaser/Math/RandomDataGenerator

sow(seeds) Reset the seed of the random data generator. Note: the seed array is only processed up to the first undefined

2025-01-10 15:47:30
Video#render()
  • References/Game Development/Phaser/Game Objects/Video

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

2025-01-10 15:47:30
Physics.Ninja#game
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30