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.

2025-01-10 15:47:30
Bullet#transformCallback
  • References/Game Development/Phaser/Plugins/Bullet

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
ScaleManager#ScaleManager
  • References/Game Development/Phaser/Game Scaling/ScaleManager

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by

2025-01-10 15:47:30
Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

2025-01-10 15:47:30
Group.RETURN_TOTAL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_TOTAL : integer A returnType value, as specified in

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

enable(object, system, debug) This will create a default physics body on

2025-01-10 15:47:30