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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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Image#alive
  • References/Game Development/Phaser/Display/Image

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

2025-01-10 15:47:30
Cache#reloadSoundComplete()
  • References/Game Development/Phaser/Loader/Cache

reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters

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

projAABB_Half(x, y, obj, t) → {number} Resolves Half tile collision. Parameters

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

onPlay : Phaser.Signal The onPlay event is dispatched

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

onChangeSource : Phaser.Signal This signal is dispatched

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

damping : number Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second. The linear

2025-01-10 15:47:30
Physics.P2.Body#moveForward()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

moveForward(speed) Moves the Body forwards based on its current angle and the given speed.The speed is represented in pixels per

2025-01-10 15:47:30
MSPointer#onPointerMove()
  • References/Game Development/Phaser/Input/MSPointer

onPointerMove(event) The function that handles the PointerMove event. Parameters

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Device#cancelFullscreen
  • References/Game Development/Phaser/System/Device

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.

2025-01-10 15:47:30