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

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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

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WebGLRenderer#filterManager
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

filterManager : PIXI.WebGLFilterManager

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BitmapData#blendScreen()
  • References/Game Development/Phaser/Graphics/BitmapData

blendScreen() → {Phaser.BitmapData}

2025-01-10 15:47:30
DeviceButton#onDown
  • References/Game Development/Phaser/Input/DeviceButton

onDown : Phaser.Signal This Signal is dispatched every

2025-01-10 15:47:30
SignalBinding#toString()
  • References/Game Development/Phaser/Signals/SignalBinding

toString() → {string} Returns string

2025-01-10 15:47:30
Device#ejecta
  • References/Game Development/Phaser/System/Device

ejecta : boolean Is the game running under Ejecta? Source code:

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Filter#height
  • References/Game Development/Phaser/Core/Filter

height : number The height (resolution uniform) Source code:

2025-01-10 15:47:30
SoundManager#connectToMaster
  • References/Game Development/Phaser/Sound/SoundManager

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

2025-01-10 15:47:30