Physics.Ninja.Tile#height
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Tile

[readonly] height : number The height. Source

2025-01-10 15:47:30
Physics.Arcade.Body#enable
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.

2025-01-10 15:47:30
FlexLayer#checkAll()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

checkAll(key, value, checkAlive, checkVisible, force)

2025-01-10 15:47:30
Sprite#update()
  • References/Game Development/Phaser/Display/Sprite

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

2025-01-10 15:47:30
SpriteBatch#alive
  • References/Game Development/Phaser/Display/SpriteBatch

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

2025-01-10 15:47:30
Rope#destroyPhase
  • References/Game Development/Phaser/Display/Rope

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
Cache#removeText()
  • References/Game Development/Phaser/Loader/Cache

removeText(key) Removes a text file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references

2025-01-10 15:47:30
Graphics#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
TilemapLayer#getBounds()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

2025-01-10 15:47:30
Weapon#fireAtPointer()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtPointer(pointer) → {Phaser.Bullet}

2025-01-10 15:47:30