Sprite#getLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Sprite

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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Pointer#screenX
  • References/Game Development/Phaser/Input/Pointer

screenX : number The horizontal coordinate of the Pointer relative to the screen. Source

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Line#start
  • References/Game Development/Phaser/Geometry/Line

start : Phaser.Point The start point of the line.

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Line#normalAngle
  • References/Game Development/Phaser/Geometry/Line

[readonly] normalAngle : number Gets the angle in radians of the normal of this line (line

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

addChildAt(child, index) → {DisplayObject}

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

position : Phaser.Point Source code:

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State#load
  • References/Game Development/Phaser/Game States/State

load : Phaser.Loader A reference to the Loader, which

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Particle#overlap()
  • References/Game Development/Phaser/Particles/Particle

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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Filter#game
  • References/Game Development/Phaser/Core/Filter

game : Phaser.Game A reference to the currently running game

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