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

setLayer(layer) Sets the current layer to the given index. Parameters

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Bullet#body
  • References/Game Development/Phaser/Plugins/Bullet

body : Phaser.Physics.Arcade.Body |

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Device#cancelFullscreen
  • References/Game Development/Phaser/System/Device

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.

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Cache#removeJSON()
  • References/Game Development/Phaser/Loader/Cache

removeJSON(key) Removes a json object from the cache. Note that this only removes it from the Phaser.Cache. If you still have

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GameObjectFactory#creature()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

creature(x, y, key, group)

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GameObjectFactory#audioSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audioSprite(key) → {Phaser.AudioSprite}

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

x : number X position within the image to cut from. Source code:

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SpriteBatch#removeFromHash()
  • References/Game Development/Phaser/Display/SpriteBatch

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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global#BITMAPDATA
  • References/Game Development/Phaser/Global

<constant> BITMAPDATA : integer Game Object type.

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