ArraySet#add()
  • References/Game Development/Phaser/Utils/ArraySet

add(item) → {any} Adds a new element to the end of the list.If the item already exists in

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Button#getLocalBounds()
  • References/Game Development/Phaser/Display/Button

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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RequestAnimationFrame#forceSetTimeOut
  • References/Game Development/Phaser/System/RequestAnimationFrame

forceSetTimeOut : boolean Tell Phaser to use setTimeOut even if raf is available. Source

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

debug : boolean A debug flag designed for use with Game.enableStep.

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Group#subAll()
  • References/Game Development/Phaser/Game Objects/Group

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

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

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Bullet#destroy()
  • References/Game Development/Phaser/Plugins/Bullet

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

getSound(key) → {Phaser.Sound}

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Device#css3D
  • References/Game Development/Phaser/System/Device

css3D : boolean Is css3D available? Source code:

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SpriteBatch#z
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] z : integer The z-depth value of this object within its parent container/Group

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