Sprite#cropRect
  • References/Game Development/Phaser/Display/Sprite

cropRect : Phaser.Rectangle The Rectangle used

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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Group#alive
  • References/Game Development/Phaser/Game Objects/Group

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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Utils.Debug#renderShadow
  • References/Game Development/Phaser/Utils/Utils.Debug

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background

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

debug : boolean A debug flag designed for use with Game.enableStep.

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Cache#removeText()
  • References/Game Development/Phaser/Loader/Cache

removeText(key) Removes a text file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references

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

isLoading : boolean True if the Loader is in the process of loading the queue. Source

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

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with

2025-01-10 15:47:30
Physics.Ninja#enableAABB()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its

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

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

2025-01-10 15:47:30