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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Group#createMultiple()
  • References/Game Development/Phaser/Game Objects/Group

createMultiple(quantity, key, frame, exists) → {array}

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Text#alignTo()
  • References/Game Development/Phaser/Text/Text

alignTo(parent, position, offsetX, offsetY) → {Object}

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Physics.Arcade.Body#setCircle()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

setCircle(radius, offsetX, offsetY) Sets this

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

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters

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