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

updateBoundsCollisionGroup(setCollisionGroup) By default the World will be set to collide everything with

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World#forEachDead()
  • References/Game Development/Phaser/Core/World

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

2025-01-10 15:47:30
Physics.P2.Body#collideWorldBounds
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise

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Time#add()
  • References/Game Development/Phaser/Time/Time

add(timer) → {Phaser.Timer}

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Weapon#fireFrom
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireFrom : Phaser.Rectangle This is a Rectangle

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

getChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
Easing.Quintic#Out()
  • References/Game Development/Phaser/Tweens/Easing.Quintic

Out(k) → {number} Quintic ease-out. Parameters

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
TileSprite#animations
  • References/Game Development/Phaser/Display/TileSprite

animations : Phaser.AnimationManager

2025-01-10 15:47:30
Image#data
  • References/Game Development/Phaser/Display/Image

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30