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

clearCollision(clearGroup, clearMask, shape)

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

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

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World#multiplyAll()
  • References/Game Development/Phaser/Core/World

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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FlexLayer#swap()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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Physics.P2#time
  • References/Game Development/Phaser/P2 Physics/Physics.P2

[readonly] time : boolean The World time. Source

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Color.toABGR()
  • References/Game Development/Phaser/Utils/Color

<static> toABGR(r, g, b, a) → {number} Converts RGBA

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SoundManager#onUnMute
  • References/Game Development/Phaser/Sound/SoundManager

onUnMute : Phaser.Signal This signal is dispatched

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Particle#world
  • References/Game Development/Phaser/Particles/Particle

world : Phaser.Point The world coordinates of this

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Game#id
  • References/Game Development/Phaser/Core/Game

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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TileSprite#data
  • References/Game Development/Phaser/Display/TileSprite

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30