Physics.P2#createCollisionGroup()
  • References/Game Development/Phaser/P2 Physics/Physics.P2

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object

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Loader#image()
  • References/Game Development/Phaser/Loader/Loader

image(key, url, overwrite) → {

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World#randomY
  • References/Game Development/Phaser/Core/World

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current

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Physics.P2.FixtureList#getFixtures()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.FixtureList

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters

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SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

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FlexLayer#align()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

epiphany : boolean Set to true if running in Epiphany. Source code:

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Physics.P2.BodyDebug#getRandom()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

getRandom(startIndex, length) → {any} Returns

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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RetroFont.TEXT_SET10
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ

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