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

game : Phaser.Game A reference to the currently running Game

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FlexLayer#cameraOffset
  • References/Game Development/Phaser/Game Scaling/FlexLayer

cameraOffset : Phaser.Point If this object is

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TileSprite#sendToBack()
  • References/Game Development/Phaser/Display/TileSprite

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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BitmapText#children
  • References/Game Development/Phaser/Text/BitmapText

[readonly] children : Array.<Displa

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Gamepad#onAxisCallback
  • References/Game Development/Phaser/Gamepads/Gamepad

onAxisCallback : Function This callback is invoked every time any gamepad axis is changed.

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SpriteBatch#z
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] z : integer The z-depth value of this object within its parent container/Group

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Creature#previousPosition
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] previousPosition : Phaser.Point

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Physics.Arcade.Body#isCircle
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] isCircle : boolean If true this Body is using circular collision detection

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

height : number The height of the video in pixels. Source code:

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

createMultiple(quantity, key, frame, exists) → {array}

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