Sound#duration
  • References/Game Development/Phaser/Sound/Sound

duration : number The duration of the current sound marker in seconds. Source

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Button#onDownSound
  • References/Game Development/Phaser/Display/Button

[readonly] onDownSound : Phaser.Sound |

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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Physics.Ninja.Body#deltaAbsY()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaAbsY() → {number} Returns the absolute delta y value. Returns

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Physics.Ninja.Body#deltaAbsX()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

deltaAbsX() → {number} Returns the absolute delta x value. Returns

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

[readonly] type : number The type of this Tile. Source

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

isFrom : boolean Is this a from tween or a to tween? Source code:

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

[readonly] halfHeight : number The calculated height / 2 of the physics body.

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ScaleManager#screenOrientation
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] screenOrientation : string The last known orientation of the screen, as

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

forEach(callback, context, x, y, width, height, layer) For each tile in the given area defined by x/y

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