Device#webmVideo
  • References/Game Development/Phaser/System/Device

webmVideo : boolean Can this device play webm video files? Source code:

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Device#electron
  • References/Game Development/Phaser/System/Device

electron : boolean Is the game running under GitHub Electron? Source code:

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Device#chromeOS
  • References/Game Development/Phaser/System/Device

chromeOS : boolean Is running on chromeOS? Source code:

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Canvas.addToDOM()
  • References/Game Development/Phaser/System/Canvas

<static> addToDOM(canvas, parent, overflowHidden) → {HTMLCanvasElement}

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Device#ieVersion
  • References/Game Development/Phaser/System/Device

ieVersion : number If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Device

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Device#canvasBitBltShift
  • References/Game Development/Phaser/System/Device

canvasBitBltShift : boolean True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap

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Device#windowsPhone
  • References/Game Development/Phaser/System/Device

windowsPhone : boolean Is running on a Windows Phone? Source code:

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DOM.getOffset()
  • References/Game Development/Phaser/System/DOM

<static> getOffset(element, point) → {

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RequestAnimationFrame#RequestAnimationFrame
  • References/Game Development/Phaser/System/RequestAnimationFrame

new RequestAnimationFrame(game, forceSetTimeOut) Abstracts away the use of RAF or setTimeOut for the core

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Canvas.setUserSelect()
  • References/Game Development/Phaser/System/Canvas

<static> setUserSelect(canvas, value) → {HTMLCanvasElement}

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