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

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
Rope#getLocalBounds()
  • References/Game Development/Phaser/PIXI/PIXI.Rope

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

2025-01-10 15:47:30
Texture#destroy()
  • References/Game Development/Phaser/PIXI/PIXI.Texture

destroy(destroyBase) Destroys this texture Parameters Name

2025-01-10 15:47:30
QuadTree#QuadTree
  • References/Game Development/Phaser/Math/QuadTree

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

2025-01-10 15:47:30
CanvasRenderer#refresh
  • References/Game Development/Phaser/PIXI/PIXI.CanvasRenderer

refresh : boolean Boolean flag controlling canvas refresh. Source code:

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

sortTopBottom(a, b) → {integer} A Sort function for sorting two bodies based on a TOP to BOTTOM

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

maxVelocity : Phaser.Point The maximum velocity in

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

allowRotation : boolean Allow this Body to be rotated? (via angularVelocity, etc) Default

2025-01-10 15:47:30
InputHandler#useHandCursor
  • References/Game Development/Phaser/Game Objects/InputHandler

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

2025-01-10 15:47:30
GameObjectFactory#rope()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

rope(x, y, key, frame, points,

2025-01-10 15:47:30