Particles.Arcade.Emitter#setRotation()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setRotation(min, max) → {

2025-01-10 15:47:30
Graphics#destroyPhase
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
State#camera
  • References/Game Development/Phaser/Game States/State

camera : Phaser.Camera A handy reference to World.camera

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

getFrameByIndex(key, index, cache) → {Phaser

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

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

2025-01-10 15:47:30
Weapon#bulletRotateToVelocity
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

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

addChildAt(child, index) → {DisplayObject}

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

2025-01-10 15:47:30