Camera.SHAKE_BOTH

[static] SHAKE_BOTH : number Source code: core/Camera.js (Line 213)

BitmapText#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Tilemap#removeTile()

removeTile(x, y, layer) → {Phaser.Tile} Removes the tile located at the given coordinates and updates the collision data. Parameters Name Type Argument Description x number X position to place the tile (given in tile units, not pixels) y number Y position to place the tile (given in tile units, not pixels) layer number | string | Phaser.TilemapLayer <optional> The layer to modify. Returns Phaser.Tile - The Tile object that was removed from this map. Source code: tile

BitmapText#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

BitmapText#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

BitmapText#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Device.onInitialized

<static, nullable> onInitialized : Phaser.Signal This signal is dispatched after device initialization occurs but before any of the readycallbacks (see whenReady) have been invoked. Local "patching" for a particular device can/should be done in this event. Note: This signal is removed after the device has been readied; if a handler has not beenadded before new Phaser.Game(..) it is probably too late. Source code: utils/Device.js (Line 544)

Device#ieVersion

ieVersion : number If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Device.trident and Device.tridentVersion. Source code: utils/Device.js (Line 299)

Button#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Group#name

name : string A name for this group. Not used internally but useful for debugging. Source code: core/Group.js (Line 49)