Particles.Arcade.Emitter#resetChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

resetChild(child, x, y, key, frame)

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TilemapLayer#alignIn()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

alignIn(container, position, offsetX, offsetY)

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TilemapLayer#right
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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SoundManager#game
  • References/Game Development/Phaser/Sound/SoundManager

game : Phaser.Game Local reference to game.

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BitmapText#kill()
  • References/Game Development/Phaser/Text/BitmapText

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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TilemapLayer#cameraOffset
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

cameraOffset : Phaser.Point The x/y coordinate offset

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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World#getClosestTo()
  • References/Game Development/Phaser/Core/World

getClosestTo(object, callback, callbackContext) → {any}

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

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in

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

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine

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