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

shader : PIXI.AbstractFilter The

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RandomDataGenerator#timestamp()
  • References/Game Development/Phaser/Math/RandomDataGenerator

timestamp(min, max) → {number} Returns a random timestamp between min and max, or between the beginning

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TileSprite#inWorld
  • References/Game Development/Phaser/Display/TileSprite

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

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Sound#pausedTime
  • References/Game Development/Phaser/Sound/Sound

pausedTime : number The game time at which the sound was paused. Source code:

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Input#justPressedRate
  • References/Game Development/Phaser/Input/Input

justPressedRate : number The number of milliseconds below which the Pointer is considered justPressed.

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Touch#preventDefault
  • References/Game Development/Phaser/Input/Touch

preventDefault : boolean If true the TouchEvent will have prevent.default called on it.

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TileSprite#data
  • References/Game Development/Phaser/Display/TileSprite

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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GameObjectFactory#GameObjectFactory
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing

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

clear() → {PIXI.Graphics}

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