Create.PALETTE_JMP
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JMP : number A 16 color JMP inspired palette.

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Component.Delta#deltaY
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30
Group.RETURN_TOTAL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_TOTAL : integer A returnType value, as specified in

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Group#cameraOffset
  • References/Game Development/Phaser/Game Objects/Group

cameraOffset : Phaser.Point If this object is

2025-01-10 15:47:30
Creature#fixedToCamera
  • References/Game Development/Phaser/Game Objects/Creature

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

2025-01-10 15:47:30
Component.Bounds#bottom
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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Creature#height
  • References/Game Development/Phaser/Game Objects/Creature

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Component.Smoothed#Smoothed
  • References/Game Development/Phaser/Game Objects/Components/Component.Smoothed

new Smoothed() The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.

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Group#physicsType
  • References/Game Development/Phaser/Game Objects/Group

[readonly] physicsType : number The const physics body type of this object.

2025-01-10 15:47:30