Group.RETURN_ALL
  • References/Game Development/Phaser/Game Objects/Group

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

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Input#worldY
  • References/Game Development/Phaser/Input/Input

[readonly] worldY : number The world Y coordinate of the most recently active pointer.

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Physics.Ninja.Circle#render()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

render(context, xOffset, yOffset, color, filled) Render this circle for debugging purposes. Parameters

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Signal#active
  • References/Game Development/Phaser/Signals/Signal

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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global#blendModes
  • References/Game Development/Phaser/Global

<constant> blendModes Various blend modes supported by Pixi. IMPORTANT: The WebGL renderer only supports the NORMAL

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Graphics#lineStyle()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}

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

onPause : Phaser.Signal The onPause event is dispatched

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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