Physics.Ninja.Tile#Tile
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

new Tile(body, x, y, width, height, type) Ninja Physics Tile constructor.A Tile is defined by its

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

enable(object, children) This will create an Arcade Physics body on the given game object or array of

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Strip#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Strip

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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Polygon#toNumberArray()
  • References/Game Development/Phaser/Geometry/Polygon

toNumberArray(output) → {array} Export the points as an array of flat

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Graphics#reset()
  • References/Game Development/Phaser/Graphics/Graphics

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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Keyboard#stop()
  • References/Game Development/Phaser/Input/Keyboard

stop() Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.

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Keyboard#onUpCallback
  • References/Game Development/Phaser/Input/Keyboard

onUpCallback : Function This callback is invoked every time a key is released. Source

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TilingSprite#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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Rectangle#ceilAll()
  • References/Game Development/Phaser/Geometry/Rectangle

ceilAll() Runs Math.ceil() on the x, y, width and height values of this Rectangle. Source

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Animation#frame
  • References/Game Development/Phaser/Animation/Animation

frame : number Gets or sets the current frame index and updates the Texture Cache for display.

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