Physics.Ninja.Body#friction
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Body

friction : number The friction applied to this object as it moves. Default

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Component.Delta#deltaY
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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Loader#onFileStart
  • References/Game Development/Phaser/Loader/Loader

onFileStart : Phaser.Signal This event is dispatched

2025-01-10 15:47:30
TileSprite#fixedToCamera
  • References/Game Development/Phaser/Display/TileSprite

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
Math#angleBetweenPoints()
  • References/Game Development/Phaser/Math/Math

angleBetweenPoints(point1, point2) → {number} Find the angle of a segment from (point1.x, point1

2025-01-10 15:47:30
Tilemap#forEach()
  • References/Game Development/Phaser/Tilemaps/Tilemap

forEach(callback, context, x, y, width, height, layer) For each tile in the given area defined by x/y

2025-01-10 15:47:30
Physics.Arcade.Body#height
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] height : number The calculated height of the physics body.

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Bullet#transformCallback
  • References/Game Development/Phaser/Plugins/Bullet

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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TilemapLayer#setScale()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

setScale(xScale, yScale) This method will set the scale of the tilemap as

2025-01-10 15:47:30
TilemapLayer#inCamera
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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