Line.intersectsRectangle()
  • References/Game Development/Phaser/Geometry/Line

<static> intersectsRectangle(line, rect) → {boolean} Checks

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Line#normalY
  • References/Game Development/Phaser/Geometry/Line

[readonly] normalY : number Gets the y component of the left-hand normal of this line.

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

[readonly] x : number Gets the x coordinate of the top left of the bounds around this line

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Line#length
  • References/Game Development/Phaser/Geometry/Line

[readonly] length : number Gets the length of the line segment.

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

new Line(x1, y1, x2, y2)

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Line#reflect()
  • References/Game Development/Phaser/Geometry/Line

reflect(line) → {number} Returns the reflected angle between two lines.This is the outgoing

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Line#left
  • References/Game Development/Phaser/Geometry/Line

[readonly] left : number Gets the left-most point of this line.

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Line#end
  • References/Game Development/Phaser/Geometry/Line

end : Phaser.Point The end point of the line.

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Line#bottom
  • References/Game Development/Phaser/Geometry/Line

[readonly] bottom : number Gets the bottom-most point of this line.

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Line#pointOnLine()
  • References/Game Development/Phaser/Geometry/Line

pointOnLine(x, y) → {boolean} Tests if the given coordinates fall on this line. See pointOnSegment

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