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

world : Phaser.Physics.P2 Local

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Easing.Quadratic#Out()
  • References/Game Development/Phaser/Tweens/Easing.Quadratic

Out(k) → {number} Ease-out. Parameters

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Stage#contains()
  • References/Game Development/Phaser/Core/Stage

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

alignTo(parent, position, offsetX, offsetY) → {

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StateManager#checkState()
  • References/Game Development/Phaser/Game States/StateManager

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid

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Physics.Ninja.Body#deltaAbsX()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaAbsX() → {number} Returns the absolute delta x value. Returns

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

onMute : Phaser.Signal The onMute event is dispatched

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BitmapData#getPixel()
  • References/Game Development/Phaser/Graphics/BitmapData

getPixel(x, y, out) → {object} Get the color of a specific pixel in

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Rope#updateAnimation
  • References/Game Development/Phaser/Display/Rope

updateAnimation : Function A Rope will call its updateAnimation function on each update loop if it has one. Set to a function if

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Pointer#positionDown
  • References/Game Development/Phaser/Input/Pointer

positionDown : Phaser.Point A Phaser.Point object containing

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