Sound#pausedTime
  • References/Game Development/Phaser/Sound/Sound

pausedTime : number The game time at which the sound was paused. Source code:

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global#VIDEO
  • References/Game Development/Phaser/Global

<constant> VIDEO : integer Game Object type.

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

update(x, y, width, height)

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Keyboard#Keyboard
  • References/Game Development/Phaser/Input/Keyboard

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are

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Graphics#pendingDestroy
  • References/Game Development/Phaser/Graphics/Graphics

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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Point.equals()
  • References/Game Development/Phaser/Geometry/Point

<static> equals(a, b) → {boolean} Determines whether

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Input#onHold
  • References/Game Development/Phaser/Input/Input

onHold : Phaser.Signal A Signal that is dispatched

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DeviceButton#event
  • References/Game Development/Phaser/Input/DeviceButton

event : Object The DOM event that caused the change in button state. Source

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Matrix#copyFrom()
  • References/Game Development/Phaser/Geometry/Matrix

copyFrom(matrix) → {Phaser.Matrix}

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

blendSourceAtop() → {Phaser.BitmapData}

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