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

debug : boolean A debug flag designed for use with Game.enableStep.

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

removeText(key) Removes a text file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references

2025-01-10 15:47:30
Loader#isLoading
  • References/Game Development/Phaser/Loader/Loader

isLoading : boolean True if the Loader is in the process of loading the queue. Source

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

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with

2025-01-10 15:47:30
Math#radToDeg()
  • References/Game Development/Phaser/Math/Math

radToDeg(radians) → {number} Convert radians to degrees. Parameters

2025-01-10 15:47:30
World#sort()
  • References/Game Development/Phaser/Core/World

sort(key, order) Sort the children in the group according to a particular

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

onEndContact : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
SignalBinding#detach()
  • References/Game Development/Phaser/Signals/SignalBinding

detach() → {function | null} Detach binding from signal.alias to: @see mySignal.remove(myBinding

2025-01-10 15:47:30
Group#xy()
  • References/Game Development/Phaser/Game Objects/Group

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
FlexGrid#createFixedLayer()
  • References/Game Development/Phaser/Game Scaling/FlexGrid

createFixedLayer(children) → {

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