Graphics#fresh
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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SinglePad#processAxisChange()
  • References/Game Development/Phaser/Gamepads/SinglePad

processAxisChange(axisState) Handles changes in axis. Parameters

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Graphics#destroy()
  • References/Game Development/Phaser/Graphics/Graphics

destroy(destroyChildren) Destroy this Graphics instance. Parameters

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Color.blendAdd()
  • References/Game Development/Phaser/Utils/Color

<static> blendAdd(a, b) → {integer} Adds the source and

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Sound#usingWebAudio
  • References/Game Development/Phaser/Sound/Sound

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.

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Sound#gainNode
  • References/Game Development/Phaser/Sound/Sound

gainNode : Object The gain node in a Web Audio system. Source code:

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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Tilemap.EAST
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] EAST : number Source code:

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Particle#events
  • References/Game Development/Phaser/Particles/Particle

events : Phaser.Events All Phaser Game Objects

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