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

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

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Particle#removeChildAt()
  • References/Game Development/Phaser/Particles/Particle

removeChildAt(index) → {DisplayObject}

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RenderTexture#getImage()
  • References/Game Development/Phaser/Graphics/RenderTexture

getImage() → {Image} Will return a HTML Image of the texture Returns

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

lerp : Phaser.Point The linear interpolation value

2025-01-10 15:47:30
Rectangle#bottomRight
  • References/Game Development/Phaser/Geometry/Rectangle

bottomRight : Phaser.Point The location of the Rectangles

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Frame#index
  • References/Game Development/Phaser/Animation/Frame

index : number The index of this Frame within the FrameData set it is being added to.

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

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

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RenderTexture#valid
  • References/Game Development/Phaser/Graphics/RenderTexture

valid : boolean Inherited From

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

difference(a, b) → {number} The absolute difference between two values. Parameters

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