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
Creature#angle
  • References/Game Development/Phaser/Game Objects/Creature

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

getFrameCount(key, cache) → {number} Get the total number of frames

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

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters

2025-01-10 15:47:30