Camera#setBoundsToWorld()
  • References/Game Development/Phaser/Core/Camera

setBoundsToWorld() Update the Camera bounds to match the game world. Source code:

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

addContactMaterial(material) → {

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

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

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BitmapData#key
  • References/Game Development/Phaser/Graphics/BitmapData

key : string The key of the BitmapData in the Cache, if stored there. Source

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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Physics.P2.Body#debug
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

debug : boolean Enable or disable debug drawing of this body Source code:

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

[readonly] children : Array.<Displa

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Text#alignTo()
  • References/Game Development/Phaser/Text/Text

alignTo(parent, position, offsetX, offsetY) → {Object}

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Image#autoCull
  • References/Game Development/Phaser/Display/Image

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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