QuadTree#retrieve()
  • References/Game Development/Phaser/Math/QuadTree

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

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

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

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

<static> HSLtoRGB(h, s, l, out) → {object}

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Loader#Loader
  • References/Game Development/Phaser/Loader/Loader

new Loader(game) The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. The

2025-01-10 15:47:30
Time#suggestedFps
  • References/Game Development/Phaser/Time/Time

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated

2025-01-10 15:47:30
BitmapText#checkWorldBounds
  • References/Game Development/Phaser/Text/BitmapText

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
Component.Health#maxHealth
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

2025-01-10 15:47:30
Physics.Arcade.Body#worldBounce
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

worldBounce : Phaser.Point The elasticity of the Body

2025-01-10 15:47:30
LoaderParser#LoaderParser
  • References/Game Development/Phaser/Loader/LoaderParser

new LoaderParser() Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted

2025-01-10 15:47:30
WebGLRenderer#filterManager
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

filterManager : PIXI.WebGLFilterManager

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