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

onConnectCallback : Function This callback is invoked every time any gamepad is connected

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DOM.layoutBounds
  • References/Game Development/Phaser/System/DOM

<static, readonly> layoutBounds : Phaser.Rectangle

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Input.TOUCH_OVERRIDES_MOUSE
  • References/Game Development/Phaser/Input/Input

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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

convertTilemap(map, layer, addToWorld, optimize)

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Physics.P2.Body#moveLeft()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.The speed

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TilingSprite#tileScale
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

tileScale :Point The scaling of the image that is being tiled Source code:

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Utils.Debug#destroy()
  • References/Game Development/Phaser/Utils/Utils.Debug

destroy() Destroy this object. Source code:

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Physics.P2.Spring#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Spring

game : Phaser.Game Local reference to game.

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Sprite#addChildAt()
  • References/Game Development/Phaser/Display/Sprite

addChildAt(child, index) → {DisplayObject}

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

getTilemapData(key) → {object} Gets a raw Tilemap data object from the cache. This will be in either

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