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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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Group#removeChildAt()
  • References/Game Development/Phaser/Game Objects/Group

removeChildAt(index) → {DisplayObject}

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Component.InWorld#InWorld
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in

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Button#anchor
  • References/Game Development/Phaser/Display/Button

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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TilemapLayer#deltaY
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

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ArraySet#add()
  • References/Game Development/Phaser/Utils/ArraySet

add(item) → {any} Adds a new element to the end of the list.If the item already exists in

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RetroFont.TEXT_SET3
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET3 : string Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789

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

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}

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Utils.parseDimension()
  • References/Game Development/Phaser/Utils/Utils

<static> parseDimension(size, dimension) → {number} Get

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Device#LITTLE_ENDIAN
  • References/Game Development/Phaser/System/Device

LITTLE_ENDIAN : boolean Same value as littleEndian. Source code:

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