Math#reverseAngle()
  • References/Game Development/Phaser/Math/Math

reverseAngle(angleRad) → {number} Reverses an angle. Parameters

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Cache#addTilemap()
  • References/Game Development/Phaser/Loader/Cache

addTilemap(key, url, mapData, format) Add a new tilemap to the Cache. Parameters

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Strip#addChild()
  • References/Game Development/Phaser/PIXI/PIXI.Strip

addChild(child) → {DisplayObject}

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

applyFilterPass(filter, filterArea, width, height) Applies the filter to the specified area. Parameters

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FlexLayer#onChildInputUp
  • References/Game Development/Phaser/Game Scaling/FlexLayer

onChildInputUp : Phaser.Signal This Signal is dispatched

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Physics.P2.BodyDebug#remove()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

remove(child, destroy, silent) → {boolean}

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TilemapLayer#scrollFactorX
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

scrollFactorX : number Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls

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Rope#revive()
  • References/Game Development/Phaser/Display/Rope

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

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Physics.P2.Body#getVelocityAtPoint()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.Body

getVelocityAtPoint(result, relativePoint) → {Array} Gets the velocity of a point in the body.

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