Frame#x
  • References/Game Development/Phaser/Animation/Frame

x : number X position within the image to cut from. Source code:

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

windows : boolean Is running on windows? Source code:

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Creature#getBounds()
  • References/Game Development/Phaser/Game Objects/Creature

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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SinglePad#connected
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] connected : boolean Whether or not this particular gamepad is connected or not

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

addBinary(key, binaryData) Add a binary object in to the cache. Parameters

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

setMask(bit, fixtureKey) Parameters Name Type Description

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Physics#ninja
  • References/Game Development/Phaser/Physics/Physics

ninja : Phaser.Physics.Ninja

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State#render()
  • References/Game Development/Phaser/Game States/State

render() Nearly all display objects in Phaser render automatically, you don't need to tell them to render.However the render method

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

scale : Phaser.Point The scale by which all input coordinates

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TweenData#dt
  • References/Game Development/Phaser/Tweens/TweenData

dt : number Current time value. Source code:

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