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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

fill(index, x, y, width, height, layer) Fills the given area with the specified tile. Parameters

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Sprite#anchor
  • References/Game Development/Phaser/Display/Sprite

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

setSensor(value, fixtureKey) Parameters Name Type Description

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Ellipse#copyFrom()
  • References/Game Development/Phaser/Geometry/Ellipse

copyFrom(source) → {Phaser.Ellipse}

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Physics.Arcade.Body#angularVelocity
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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BitmapData#blendAdd()
  • References/Game Development/Phaser/Graphics/BitmapData

blendAdd() → {Phaser.BitmapData}

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Image#setTexture()
  • References/Game Development/Phaser/Display/Image

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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Math#distancePow()
  • References/Game Development/Phaser/Math/Math

distancePow(x1, y1, x2, y2, pow) → {number} Returns the distance between

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