Creature#destroy()
  • References/Game Development/Phaser/Game Objects/Creature

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

2025-01-10 15:47:30
TilingSprite#refreshTexture
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

2025-01-10 15:47:30
RetroFont#updateOffset()
  • References/Game Development/Phaser/Text/RetroFont

updateOffset(xOffset, yOffset) Updates the x and/or y offset that the font

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30
Color.getBlue()
  • References/Game Development/Phaser/Utils/Color

<static> getBlue(color) → {number} Given a native color

2025-01-10 15:47:30
BitmapData#drawGroup()
  • References/Game Development/Phaser/Graphics/BitmapData

drawGroup(group, blendMode, roundPx) → {

2025-01-10 15:47:30
Mouse.BACK_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] BACK_BUTTON : number Source code:

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

2025-01-10 15:47:30
Component.LifeSpan#alive
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

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
World#getFirstDead()
  • References/Game Development/Phaser/Core/World

getFirstDead(createIfNull, x, y, key,

2025-01-10 15:47:30