Gamepad#onAxisCallback
  • References/Game Development/Phaser/Gamepads/Gamepad

onAxisCallback : Function This callback is invoked every time any gamepad axis is changed.

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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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Graphics#lineTo()
  • References/Game Development/Phaser/Graphics/Graphics

lineTo(x, y) → {PIXI.Graphics}

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Tilemap#tilesets
  • References/Game Development/Phaser/Tilemaps/Tilemap

tilesets :array An array of Tilesets. Source code:

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InputHandler#snapOnDrag
  • References/Game Development/Phaser/Game Objects/InputHandler

snapOnDrag : boolean When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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AnimationManager#game
  • References/Game Development/Phaser/Animation/AnimationManager

game : Phaser.Game A reference to the currently running Game

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World#addAll()
  • References/Game Development/Phaser/Core/World

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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Math#ceilTo()
  • References/Game Development/Phaser/Math/Math

ceilTo(value, place, base) → {number} Ceils

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

getFirstExists(exists, createIfNull, x, y,

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