Component.PhysicsBody#PhysicsBody
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

new PhysicsBody() The PhysicsBody component manages the Game Objects physics body and physics enabling.It also overrides the x

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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Physics.Ninja.AABB#projAABB_22DegS()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.AABB

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters

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Weapon#bulletKey
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletKey : string The Texture Key that the Bullets use when rendering.Changing this has no effect on bullets in-flight,

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TweenData#parent
  • References/Game Development/Phaser/Tweens/TweenData

parent : Phaser.Tween The Tween which owns this TweenData

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TweenManager#game
  • References/Game Development/Phaser/Tweens/TweenManager

game : Phaser.Game Local reference to game.

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.The speed

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QuadTree#bounds
  • References/Game Development/Phaser/Math/QuadTree

bounds : Object Object that contains the quadtree bounds. Source code:

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Bullet#destroy()
  • References/Game Development/Phaser/Plugins/Bullet

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

2025-01-10 15:47:30