Video#timeout
  • References/Game Development/Phaser/Game Objects/Video

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam

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BitmapText#revive()
  • References/Game Development/Phaser/Text/BitmapText

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

safariVersion : number If running in Safari this will contain the major version number.

2025-01-10 15:47:30
Particle#alignTo()
  • References/Game Development/Phaser/Particles/Particle

alignTo(parent, position, offsetX, offsetY) → {Object}

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Particle#setScaleMinMax()
  • References/Game Development/Phaser/Particles/Particle

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

2025-01-10 15:47:30
Tween#start()
  • References/Game Development/Phaser/Tweens/Tween

start(index) → {Phaser.Tween}

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TweenData#repeatTotal
  • References/Game Development/Phaser/Tweens/TweenData

[readonly] repeatTotal : number The total number of times this Tween will repeat.

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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
TileSprite#checkWorldBounds
  • References/Game Development/Phaser/Display/TileSprite

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Pointer#rightButton
  • References/Game Development/Phaser/Input/Pointer

rightButton : Phaser.DeviceButton If this

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