AbstractFilter#dirty
  • References/Game Development/Phaser/PIXI/PIXI.AbstractFilter

dirty : boolean Source code:

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Physics.Ninja#collide()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

collide(object1, object2, collideCallback, processCallback, callbackContext)

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

inputInfo(x, y, color) Render debug information about the Input object. Parameters

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

average() → {number} Averages all values passed to the function and returns the result.

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Bullet#getChildIndex()
  • References/Game Development/Phaser/Plugins/Bullet

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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StateManager#onPreRenderCallback
  • References/Game Development/Phaser/Game States/StateManager

onPreRenderCallback : Function This is called before the state is rendered and before the stage is cleared but after all game objects

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

getContactMaterial(materialA, materialB) → {

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Ellipse#getBounds()
  • References/Game Development/Phaser/Geometry/Ellipse

getBounds() → {Phaser.Rectangle}

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State#loadRender()
  • References/Game Development/Phaser/Game States/State

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload

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Time#frames
  • References/Game Development/Phaser/Time/Time

[readonly] frames : integer Advanced timing result: The number of render frames record in

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