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

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

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World#y
  • References/Game Development/Phaser/Core/World

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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LoaderParser#LoaderParser
  • References/Game Development/Phaser/Loader/LoaderParser

new LoaderParser() Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted

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Graphics#offsetX
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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DeviceButton#parent
  • References/Game Development/Phaser/Input/DeviceButton

parent : Phaser.Pointer |

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RetroFont#characterPerRow
  • References/Game Development/Phaser/Text/RetroFont

characterPerRow : number The number of characters per row in the font set. Source

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InputHandler#checkPointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given

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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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Particle#animations
  • References/Game Development/Phaser/Particles/Particle

animations : Phaser.AnimationManager

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SpriteBatch#remove()
  • References/Game Development/Phaser/Display/SpriteBatch

remove(child, destroy, silent) → {boolean}

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