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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Time#add()
  • References/Game Development/Phaser/Time/Time

add(timer) → {Phaser.Timer}

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TilemapLayer#resizeWorld()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

resizeWorld() Sets the world size to match the size of this layer. Source code:

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RetroFont.TEXT_SET10
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ

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DisplayObjectContainer#removeChild()
  • References/Game Development/Phaser/PIXI/PIXI.DisplayObjectContainer

removeChild(child) → {DisplayObject}

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Camera#onFlashComplete
  • References/Game Development/Phaser/Core/Camera

onFlashComplete : Phaser.Signal This signal is dispatched

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Create.PALETTE_JMP
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JMP : number A 16 color JMP inspired palette.

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FlexLayer#alignTo()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

alignTo(parent, position, offsetX, offsetY) → {

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

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

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WebGLRenderer#filterManager
  • References/Game Development/Phaser/PIXI/PIXI.WebGLRenderer

filterManager : PIXI.WebGLFilterManager

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