Phaser reference
Games can be compiled to iOS, Android and native apps by using 3rd party tools.
This is the content from the original Phaser cheatsheet, the site of which went down. I'm editing outdated information as I come across it. Any contributions are welcome. I'm not really planning to update it myself since I'm a relative beginner with Phaser, I just noticed that the cheatsheet that was talked about everywhere was down so I figured I'd make it available again properly the github repo of the original site doesn't format the code correctly. Sorry, something went wrong. You're welcome!
Phaser reference
Ninja Physics is not bundled in Phaser by default. These archived docs are for Phaser 2. Loads all external asset types images, audio, json, xml, txt and adds them to the Cache. Automatically invoked by a States preload method. Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. If a Game Object is enabled for input this class controls all input related events, including clicks and drag. A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. A Tilemap consists of one or more TilemapLayers and associated tile data.
PluginManager Phaser. CanvasRenderer Phaser.
This setting will auto-detect if the browser is capable of suppporting WebGL. If it is, it will use the WebGL Renderer. If not, it will fall back to the Canvas Renderer. In Phaser the value -1 means 'forever' in lots of cases, this const allows you to use it instead to help you remember what the value is doing in your code. However, it still absolutely relies on the DOM being present and available.
Ninja Physics is not bundled in Phaser by default. These archived docs are for Phaser 2. Loads all external asset types images, audio, json, xml, txt and adds them to the Cache. Automatically invoked by a States preload method. Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. If a Game Object is enabled for input this class controls all input related events, including clicks and drag. A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width.
Phaser reference
It only covers Phaser v3. Documentation for current Phaser versions can be found at newdocs. Namespaces Phaser Phaser. Actions Phaser. Animations Phaser. Events Phaser. BlendModes Phaser. Cache Phaser.
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Math Phaser. Dismiss alert. PackFile Phaser. AUTO Which renderer to use. Expo Phaser. Choose from the following:. CanvasTexture Phaser. Cubic Phaser. You'll find loads of plugins , from UI controls such as text input boxes, to Firebase support, Finite State Machines and lots more. An MSPointer event handler. TimeStep Phaser. JimLynchCodes commented Mar 28, DOMElement Phaser. Quaternion Phaser.
Quicklink to phaser.
PackFile Phaser. MrElyazid commented Sep 5, Each character is a fixed-width. List Phaser. AsepriteFile Phaser. LightsManager Phaser. Quartic Phaser. OBJFile Phaser. Mask Phaser. Namespace: Phaser.
Good business!