RenderTexture#trim

trim :Rectangle The texture trim data. Inherited From PIXI.Texture#trim Source code: pixi/textures/Texture.js (Line 63)

Particles.Arcade.Emitter#at()

at(object) → {Phaser.Particles.Arcade.Emitter} Change the emitters center to match the center of any object with a center property, such as a Sprite.If the object doesn't have a center property it will be set to object.x + object.width / 2 Parameters Name Type Description object object | Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Text | PIXI.DisplayObject The object that you wish to match the center with. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance.

Tile#collideRight

collideRight : boolean Indicating collide with any object on the right. Source code: tilemap/Tile.js (Line 126)

Particles.Arcade.Emitter#flow()

flow(lifespan, frequency, quantity, total, immediate) → {Phaser.Particles.Arcade.Emitter} Call this function to start emitting a flow of particles at the given frequency.It will carry on going until the total given is reached.Each time the flow is run the quantity number of particles will be emitted together.If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)If you set the total to be -1 then no quantity cap is used and it will keep emitt

Keyboard#enabled

enabled : boolean Keyboard input will only be processed if enabled. Default Value true Source code: input/Keyboard.js (Line 33)

Image#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Inherited From PIXI.Sprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)

Rope#update()

update() Override and use this function in your own custom objects to handle any update requirements you may have. Source code: gameobjects/Rope.js (Line 110)

Graphics#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

StateManager#onLoadUpdateCallback

onLoadUpdateCallback : Function This is called when the State is updated during the preload phase. Source code: core/StateManager.js (Line 130)

TileSprite#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)