Rectangle#y
  • References/Game Development/Phaser/Geometry/Rectangle

y : number The y coordinate of the top-left corner of the Rectangle. Source

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SignalBinding#callCount
  • References/Game Development/Phaser/Signals/SignalBinding

callCount : number The number of times the handler function has been called. Source

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

drawGroup(group, blendMode, roundPx) → {

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InputHandler#bringToTop
  • References/Game Development/Phaser/Game Objects/InputHandler

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it

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

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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AbstractFilter#dirty
  • References/Game Development/Phaser/PIXI/PIXI.AbstractFilter

dirty : boolean Source code:

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

draw(source, x, y, width, height,

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Pointer#button
  • References/Game Development/Phaser/Input/Pointer

button :any The button property of the most recent DOM event when this Pointer is started.You should not rely on this value

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Particles.Arcade.Emitter#forEachExists()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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Video#onChangeSource
  • References/Game Development/Phaser/Game Objects/Video

onChangeSource : Phaser.Signal This signal is dispatched

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