Matrix#toArray()
  • References/Game Development/Phaser/Geometry/Matrix

toArray(transpose, array) → {PIXI.Float32Array}

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Circle#setTo()
  • References/Game Development/Phaser/Geometry/Circle

setTo(x, y, diameter) → {Circle} Sets the members of Circle to the specified values.

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Polygon#contains()
  • References/Game Development/Phaser/Geometry/Polygon

contains(x, y) → {boolean} Checks whether the x and y coordinates are contained within this polygon

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Circle.equals()
  • References/Game Development/Phaser/Geometry/Circle

<static> equals(a, b) → {boolean} Determines whether

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Rectangle#toString()
  • References/Game Development/Phaser/Geometry/Rectangle

toString() → {string} Returns a string representation of this object. Returns

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Matrix#tx
  • References/Game Development/Phaser/Geometry/Matrix

tx : number Default Value 0 Source

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Rectangle#empty
  • References/Game Development/Phaser/Geometry/Rectangle

empty : boolean Determines whether or not this Rectangle object is empty. A Rectangle object is empty if its width or height is

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RoundedRectangle#x
  • References/Game Development/Phaser/Geometry/RoundedRectangle

x : number The x coordinate of the top-left corner of the Rectangle. Source

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Rectangle.intersection()
  • References/Game Development/Phaser/Geometry/Rectangle

<static> intersection(a, b, output) → {

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Circle#Circle
  • References/Game Development/Phaser/Geometry/Circle

new Circle(x, y, diameter) Creates a new Circle

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