SignalBinding#callCount
  • References/Game Development/Phaser/Signals/SignalBinding

callCount : number The number of times the handler function has been called. Source

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

system : Phaser.Physics.Ninja

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

addBody(body) → {boolean} Add a body to the world. Parameters

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Rope#blendMode
  • References/Game Development/Phaser/Display/Rope

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

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

strokeColors :array An array of the stroke color values as specified by

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

linux : boolean Is running on linux? Source code:

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Particle#texture
  • References/Game Development/Phaser/Particles/Particle

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30
Matrix#copyFrom()
  • References/Game Development/Phaser/Geometry/Matrix

copyFrom(matrix) → {Phaser.Matrix}

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Input#getPointerFromIdentifier()
  • References/Game Development/Phaser/Input/Input

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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RetroFont#characterPerRow
  • References/Game Development/Phaser/Text/RetroFont

characterPerRow : number The number of characters per row in the font set. Source

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