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

getTilemapData(key) → {object} Gets a raw Tilemap data object from the cache. This will be in either

2025-01-10 15:47:30
Rectangle#bottomLeft
  • References/Game Development/Phaser/Geometry/Rectangle

bottomLeft : Phaser.Point The location of the Rectangles

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

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

2025-01-10 15:47:30
SoundManager#connectToMaster
  • References/Game Development/Phaser/Sound/SoundManager

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

2025-01-10 15:47:30
Image#setFrame()
  • References/Game Development/Phaser/Display/Image

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

frameData : Phaser.FrameData The FrameData

2025-01-10 15:47:30
Rope#game
  • References/Game Development/Phaser/Display/Rope

game : Phaser.Game A reference to the currently running Game

2025-01-10 15:47:30
Easing.Quintic#Out()
  • References/Game Development/Phaser/Tweens/Easing.Quintic

Out(k) → {number} Quintic ease-out. Parameters

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

dirty : boolean If dirty this BitmapData will be re-rendered. Source code:

2025-01-10 15:47:30