Pointer#worldY

[readonly] worldY : number Gets the Y value of this Pointer in world coordinates based on the world camera. Source code: input/Pointer.js (Line 1232)

SpriteBatch#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Graphics#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/Graphics.js (Line 65)

BitmapData#moveV()

moveV(distance, wrap) → {Phaser.BitmapData} Shifts the contents of this BitmapData vertically. The image will wrap-around the sides if the wrap argument is true (the default). Parameters Name Type Argument Default Description distance integer The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down. wrap boolean <optional> true Wrap the content of the BitmapData. Returns Phaser.BitmapData - This BitmapData object

Line#perpSlope

[readonly] perpSlope : number Gets the perpendicular slope of the line (x/y). Source code: geom/Line.js (Line 398)

Tilemap.TILED_JSON

[static] TILED_JSON : number Source code: tilemap/Tilemap.js (Line 182)

Physics.P2.Body#shapeChanged()

shapeChanged() Updates the debug draw if any body shapes change. Source code: physics/p2/Body.js (Line 1296)

DOM.layoutBounds

<static, readonly> layoutBounds : Phaser.Rectangle The bounds of the Layout viewport, as discussed inA tale of two viewports — part two;but honoring the constraints as specified applicable viewport meta-tag. The bounds returned are not guaranteed to be fully aligned with CSS media queries (seeWhat size is my viewport?). This is not representative of the Visual bounds: in particular the non-primary axis willgenerally be significantly larger than the screen height on mobile devices when

BitmapData#baseTexture

baseTexture : PIXI.BaseTexture The PIXI.BaseTexture. Source code: gameobjects/BitmapData.js (Line 124)

Button#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)