Sprite#fresh
  • References/Game Development/Phaser/Display/Sprite

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
global#TILEMAPLAYER
  • References/Game Development/Phaser/Global

<constant> TILEMAPLAYER : integer Game Object type.

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

2025-01-10 15:47:30
Physics.P2#updateBoundsCollisionGroup()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

2025-01-10 15:47:30
Device#canvas
  • References/Game Development/Phaser/System/Device

canvas : boolean Is canvas available? Source code:

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

y : number The y property of this PointProxy get and set in pixels. Source

2025-01-10 15:47:30
Circle#right
  • References/Game Development/Phaser/Geometry/Circle

right : number The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect

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

catmullRomInterpolation(v, k) → {number} A Catmull Rom Interpolation Method, mostly used by Phaser

2025-01-10 15:47:30
State#particles
  • References/Game Development/Phaser/Game States/State

particles : Phaser.Particles The Particle

2025-01-10 15:47:30
Particle#texture
  • References/Game Development/Phaser/Particles/Particle

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30