Physics.Ninja.Circle#projCircle_67DegB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

projCircle_67DegB(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision.

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Camera#x
  • References/Game Development/Phaser/Core/Camera

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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Text#parseList()
  • References/Game Development/Phaser/Text/Text

parseList(list) → {Phaser.Text}

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Text#setFrame()
  • References/Game Development/Phaser/Text/Text

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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State#create()
  • References/Game Development/Phaser/Game States/State

create() create is called once preload has completed, this includes the loading of any assets from the Loader.If you don't have

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StateManager#created
  • References/Game Development/Phaser/Game States/StateManager

[readonly] created : boolean True if the current state has had its create method

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

create(name, width, height, tileWidth, tileHeight, group) → {

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

tileHeight : number The base height of the tiles in the map (in pixels). Source

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Physics.P2.BodyDebug#callAll()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

2025-01-10 15:47:30