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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

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

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Tilemap#imagecollections
  • References/Game Development/Phaser/Tilemaps/Tilemap

imagecollections :array An array of Image Collections. Source code:

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global#removeAllListeners()
  • References/Game Development/Phaser/Global

removeAllListeners(eventName) Remove all listeners or only the listeners for the specified event. Parameters

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World#ignoreDestroy
  • References/Game Development/Phaser/Core/World

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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FlexLayer#onChildInputDown
  • References/Game Development/Phaser/Game Scaling/FlexLayer

onChildInputDown : Phaser.Signal This Signal is dispatched

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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TweenManager#update()
  • References/Game Development/Phaser/Tweens/TweenManager

update() → {boolean} Update all the tween objects you added to this manager. Returns

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TweenData#start()
  • References/Game Development/Phaser/Tweens/TweenData

start() → {Phaser.TweenData}

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Group#hasProperty()
  • References/Game Development/Phaser/Game Objects/Group

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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