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

removeJSON(key) Removes a json object from the cache. Note that this only removes it from the Phaser.Cache. If you still have

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source

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WebGLRenderer#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

destroy() Removes everything from the renderer (event listeners, spritebatch, etc...) Source

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Tilemap#getTileRight()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileRight(layer, x, y) Gets the tile to the right of the tile coordinates given.Mostly used as an internal function by calculateFaces

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Tileset#image
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] image : Object The cached image that contains the individual tiles. Use setImage

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Text#context
  • References/Game Development/Phaser/Text/Text

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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Physics.Ninja.Circle#projCircle_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_22DegS(x, y, oH, oV, obj, t) → {number} Resolves 22 Degree tile collision.

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

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up

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Physics.Ninja.Body#speed
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

[readonly] speed : number The speed of this Body

2025-01-10 15:47:30