Graphics#lineColor
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

lineColor : string The color of any lines drawn. Default Value

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

currentTime : number The current time the sound is at. Source code:

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

drawShape(shape) → {PIXI.GraphicsData}

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Easing.Sinusoidal#Sinusoidal
  • References/Game Development/Phaser/Tweens/Easing.Sinusoidal

new Sinusoidal() Sinusoidal easing. Source code:

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TilemapLayer#lifespan
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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Sprite#pendingDestroy
  • References/Game Development/Phaser/Display/Sprite

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

<static> hexToColor(hex, out) → {object}

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Button#justReleasedPreventsOver
  • References/Game Development/Phaser/Display/Button

justReleasedPreventsOver : Phaser.PointerMode

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

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

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

resetShots(newLimit) → {Phaser

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