Device#cocoonJS
  • References/Game Development/Phaser/System/Device

cocoonJS : boolean Is the game running under CocoonJS? Source code:

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TweenManager#TweenManager
  • References/Game Development/Phaser/Tweens/TweenManager

new TweenManager(game) Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated

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Texture#Texture
  • References/Game Development/Phaser/PIXI/PIXI.Texture

new Texture(baseTexture, frame, crop, trim) A texture stores the information

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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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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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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

keyboard : Phaser.Keyboard The Keyboard Input manager

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Physics.P2.LockConstraint#world
  • References/Game Development/Phaser/P2 Physics/Physics.P2.LockConstraint

world : Phaser.Physics.P2 Local

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

timeDelta : number How quickly the animation advances. Default Value

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Physics.P2.Body#allowSleep
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

allowSleep : boolean - Source code:

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