Physics.Arcade.Body#isCircle
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] isCircle : boolean If true this Body is using circular collision detection

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Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

2025-01-10 15:47:30
Loader#withSyncPoints()
  • References/Game Development/Phaser/Loader/Loader

withSyncPoints(callback, callbackContext) → {

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RenderTexture#requiresReTint
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

2025-01-10 15:47:30
Utils#chanceRoll()
  • References/Game Development/Phaser/Utils/Utils

chanceRoll(chance) → {boolean} Generate a random bool result based on the chance value. Returns

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

cameraInfo(camera, x, y, color) Render camera information including dimensions and location.

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Camera#scale
  • References/Game Development/Phaser/Core/Camera

scale : Phaser.Point The scale of the display object

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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Physics.Arcade.Body#gravity
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

gravity : Phaser.Point A local gravity applied to this

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Stage#addChild()
  • References/Game Development/Phaser/Core/Stage

addChild(child) → {DisplayObject}

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