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

new Game(width, height, renderer, parent,

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

rnd : Phaser.RandomDataGenerator

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

tweens : Phaser.TweenManager Reference

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

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

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

input : Phaser.Input Reference to the input manager

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

step() When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame

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

[readonly] isRunning : boolean Is game running or paused?

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