Game#particles
  • References/Game Development/Phaser/Core/Game

particles : Phaser.Particles The Particle

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Camera#flash()
  • References/Game Development/Phaser/Core/Camera

flash(color, duration, force) → {boolean}

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World#pendingDestroy
  • References/Game Development/Phaser/Core/World

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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Game#width
  • References/Game Development/Phaser/Core/Game

[readonly] width : integer The current Game Width in pixels. Do not modify this

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Camera#shakeIntensity
  • References/Game Development/Phaser/Core/Camera

shakeIntensity : number The Cameras shake intensity. Gets or sets the cameras shake intensity.

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Filter#init()
  • References/Game Development/Phaser/Core/Filter

init() Should be over-ridden. Source code:

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Camera#reset()
  • References/Game Development/Phaser/Core/Camera

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects

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Camera#view
  • References/Game Development/Phaser/Core/Camera

view : Phaser.Rectangle Camera view.The

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Camera#width
  • References/Game Development/Phaser/Core/Camera

width : number The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets

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Camera#roundPx
  • References/Game Development/Phaser/Core/Camera

roundPx : boolean If a Camera has roundPx set to true it will call view.floor as part of its update loop

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