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

device : Phaser.Device Contains device information

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

stage : Phaser.Stage Reference to the stage.

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

[readonly] renderType : number The Renderer this game will use. Either Phaser.AUTO, Phaser

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

clearBeforeRender : boolean Clear the Canvas each frame before rendering the display list.You can set this to false

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Game#enableStep()
  • References/Game Development/Phaser/Core/Game

enableStep() Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)Calling

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

sound : Phaser.SoundManager Reference to

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

preserveDrawingBuffer : boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil

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

math : Phaser.Math Reference to the math helper.

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

onPause : Phaser.Signal This event is fired when the

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