Line#random()
  • References/Game Development/Phaser/Geometry/Line

random(out) → {Phaser.Point}

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Weapon#fireAtXY()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtXY(x, y) → {

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

littleEndian : boolean Is the device big or little endian? (only detected if the browser supports TypedArrays)

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

pausedPosition : number The position the sound had reached when it was paused. Source

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CanvasRenderer#context
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

context :CanvasRenderingContext2D The canvas 2d context that everything is drawn with

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

onPause : Phaser.Signal The onPause event is dispatched

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Component.Bounds#alignTo()
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

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

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Color.blendDifference()
  • References/Game Development/Phaser/Utils/Color

<static> blendDifference(a, b) → {integer} Subtracts

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

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

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

world : Phaser.Physics.P2 Local

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