FlexLayer#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group 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 Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Image#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Sprite#getLocalBounds Source code: pixi/display/Sprite.js (Line 315)

TweenManager#pauseAll()

pauseAll() Pauses all currently running tweens. Source code: tween/TweenManager.js (Line 330)

Easing.Bounce#Out()

Out(k) → {number} Bounce ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 524)

Timer#autoDestroy

autoDestroy : boolean If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events). Source code: time/Timer.js (Line 45)

Particle#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMax Source code: gameobjects/components/ScaleMinMax.js (Line 46)

Input#tapRate

tapRate : number The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click. Default Value 200 Source code: input/Input.js (Line 108)

Physics.P2.Body#clearCollision()

clearCollision(clearGroup, clearMask, shape) Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask. Parameters Name Type Argument Default Description clearGroup boolean <optional> true Clear the collisionGroup value from the shape/s? clearMask boolean <optional> true Clear the collisionMask value from the shape/s? shape p2.Shape <optional> An optional Shape. If not provided the collision data will be cleared from all Shap

global#AUTO

<constant> AUTO : integer AUTO renderer - picks between WebGL or Canvas based on device. Source code: Phaser.js (Line 31)

Component.Bounds#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Source code: gameobjects/components/Bounds.js (Line 146)