TilemapLayer#TilemapLayer

new TilemapLayer(game, tilemap, index, width, height) A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap. Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc. By default TilemapLayers have fixedToCamera set to true. Changing this will break Camera follow and scrolling behavior. Parameters Name Type Description game Phaser.Game Game reference to the currently running game. tilemap Phaser.Tile

Particles.Arcade.Emitter#minRotation

minRotation : number The minimum possible angular velocity of a particle. Source code: particles/arcade/Emitter.js (Line 86)

DeviceButton#altKey

altKey : boolean True if the alt key was held down when this button was last pressed or released.Not supported on Gamepads. Source code: input/DeviceButton.js (Line 87)

Physics.Ninja.Body#velocity

velocity : Phaser.Point The velocity in pixels per second sq. of the Body. Source code: physics/ninja/Body.js (Line 100)

Text#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Image#cropRect

cropRect : Phaser.Rectangle The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect. Inherited From Phaser.Component.Crop#cropRect Source code: gameobjects/components/Crop.js (Line 24)

Sprite#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

Game#time

time : Phaser.Time Reference to the core game clock. Source code: core/Game.js (Line 206)

Easing.Quintic#In()

In(k) → {number} Quintic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 192)

Physics.Ninja.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/ninja/Body.js (Line 106)