Image#texture
  • References/Game Development/Phaser/Display/Image

texture : PIXI.Texture The texture that the

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Weapon#resetShots()
  • References/Game Development/Phaser/Arcade Physics/Weapon

resetShots(newLimit) → {Phaser

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Device#iPhone4
  • References/Game Development/Phaser/System/Device

iPhone4 : boolean Is running on iPhone4? Source code:

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Device#iPad
  • References/Game Development/Phaser/System/Device

iPad : boolean Is running on iPad? Source code:

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

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)

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BitmapData#height
  • References/Game Development/Phaser/Graphics/BitmapData

height : number The height of the BitmapData in pixels. Source code:

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

getRandomExists(startIndex, endIndex) → {any}

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SpriteBatch#remove()
  • References/Game Development/Phaser/Display/SpriteBatch

remove(child, destroy, silent) → {boolean}

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Device#support32bit
  • References/Game Development/Phaser/System/Device

support32bit : boolean Does the device context support 32bit pixel manipulation using array buffer views?

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SinglePad#addCallbacks()
  • References/Game Development/Phaser/Gamepads/SinglePad

addCallbacks(context, callbacks) Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change

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