global#TOP_LEFT
  • References/Game Development/Phaser/Global

<constant> TOP_LEFT : integer A constant representing a top-left alignment or position

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Text#destroyPhase
  • References/Game Development/Phaser/Text/Text

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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Sprite#sendToBack()
  • References/Game Development/Phaser/Display/Sprite

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Particle#height
  • References/Game Development/Phaser/Particles/Particle

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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Physics.Ninja.AABB#projAABB_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

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

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

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Physics.P2.PointProxy#y
  • References/Game Development/Phaser/P2 Physics/Physics.P2.PointProxy

y : number The y property of this PointProxy get and set in pixels. Source

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FlexLayer#sendToBack()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

getAt(index) → {DisplayObject | integer}

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