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

lockRender : boolean If false Phaser will automatically render the display list every update. If true

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

onBlur : Phaser.Signal This event is fired when the

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

[readonly] stepping : boolean Enable core loop stepping with Game.enableStep().

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

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances).

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

net : Phaser.Net Reference to the network class.

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

[readonly] height : integer The current Game Height in pixels. Do not modify this

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

forceSingleUpdate : boolean Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you

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

[readonly] stepCount : number When stepping is enabled this contains the current step cycle

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

[readonly] pendingStep : boolean An internal property used by enableStep, but also useful

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

canvas :HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to.

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