Text#revive()
  • References/Game Development/Phaser/Text/Text

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Tilemap#getTileLeft()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces

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Line#rotate()
  • References/Game Development/Phaser/Geometry/Line

rotate(angle, asDegrees) → {Phaser.Line}

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

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Text#sendToBack()
  • References/Game Development/Phaser/Text/Text

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

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Rope#key
  • References/Game Development/Phaser/Display/Rope

key : string | Phaser.RenderTexture |

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Rope#getLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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Texture#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.Texture

destroy(destroyBase) Destroys this texture Parameters Name

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QuadTree#QuadTree
  • References/Game Development/Phaser/Math/QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

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