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

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

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

removeChildAt(index) → {DisplayObject}

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

setYSpeed(min, max) → {

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TilingSprite#children
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

[readonly] children : Array.<Displa

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GameObjectFactory#audio()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audio(key, volume, loop, connect) → {

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Component.Core#events
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

events : Phaser.Events All Phaser Game Objects

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Graphics#outOfCameraBoundsKill
  • References/Game Development/Phaser/Graphics/Graphics

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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Graphics#right
  • References/Game Development/Phaser/Graphics/Graphics

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

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Polygon#toNumberArray()
  • References/Game Development/Phaser/Geometry/Polygon

toNumberArray(output) → {array} Export the points as an array of flat

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