Text#smoothed
  • References/Game Development/Phaser/Text/Text

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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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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Image#revive()
  • References/Game Development/Phaser/Display/Image

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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LinkedList#next
  • References/Game Development/Phaser/Utils/LinkedList

next : Object Next element in the list. Source code:

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Button#removeChild()
  • References/Game Development/Phaser/Display/Button

removeChild(child) → {DisplayObject}

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Physics#ninja
  • References/Game Development/Phaser/Physics/Physics

ninja : Phaser.Physics.Ninja

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

getShortestAngle(angle1, angle2) → {number} Gets the shortest angle between angle1

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Tilemap#removeAllLayers()
  • References/Game Development/Phaser/Tilemaps/Tilemap

removeAllLayers() Removes all layers from this tile map. Source code:

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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