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

getBitmapData(key) → {Phaser.BitmapData}

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State#rnd
  • References/Game Development/Phaser/Game States/State

rnd : Phaser.RandomDataGenerator

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Physics.P2.Body#addPlane()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

addPlane(offsetX, offsetY, rotation) → {p2.Plane}

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

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

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Physics.Ninja.Body#friction
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

friction : number The friction applied to this object as it moves. Default

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Physics.P2#removeBodyNextStep()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters

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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.

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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World#getClosestTo()
  • References/Game Development/Phaser/Core/World

getClosestTo(object, callback, callbackContext) → {any}

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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