DOM#DOM
  • References/Game Development/Phaser/System/DOM

new DOM() DOM utility class. Provides a useful Window and Element functions as well as cross-browser compatibility buffer.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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DeviceButton#onUp
  • References/Game Development/Phaser/Input/DeviceButton

onUp : Phaser.Signal This Signal is dispatched every

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Cache#destroy()
  • References/Game Development/Phaser/Loader/Cache

destroy() Clears the cache. Removes every local cache object reference.If an object in the cache has a destroy method

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

<static> hueToColor(p, q, t) → {number} Converts a hue

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SinglePad#index
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] index : number The gamepad index as per browsers data

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global#WEBGL
  • References/Game Development/Phaser/Global

<constant> WEBGL : integer WebGL Renderer.

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Group#alive
  • References/Game Development/Phaser/Game Objects/Group

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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World#rotation
  • References/Game Development/Phaser/Core/World

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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