DisplayObjectContainer#getChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.DisplayObjectContainer

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
Particles.Arcade.Emitter#countDead()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

countDead() → {integer} Get the number of dead children in this group. Returns

2025-01-10 15:47:30
Device#cocoonJS
  • References/Game Development/Phaser/System/Device

cocoonJS : boolean Is the game running under CocoonJS? Source code:

2025-01-10 15:47:30
Particles.Arcade.Emitter#setRotation()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setRotation(min, max) → {

2025-01-10 15:47:30
Graphics#destroyPhase
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
State#camera
  • References/Game Development/Phaser/Game States/State

camera : Phaser.Camera A handy reference to World.camera

2025-01-10 15:47:30
Cache#getFrameByIndex()
  • References/Game Development/Phaser/Loader/Cache

getFrameByIndex(key, index, cache) → {Phaser

2025-01-10 15:47:30
Video#removeVideoElement()
  • References/Game Development/Phaser/Game Objects/Video

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

2025-01-10 15:47:30
Weapon#bulletRotateToVelocity
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

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

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30