collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API
<static> fromCanvas(canvas, scaleMode) → {
autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters
getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up
destroy(destroyChildren) Destroy this Graphics instance. Parameters
getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds
[readonly] height : number The height. Source
fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the
lockRender : boolean If false Phaser will automatically render the display list every update. If true
onInputOver : Phaser.Signal The Signal (or event)
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