Create.PALETTE_ARNE

[static] PALETTE_ARNE : number A 16 color palette by Arne Source code: core/Create.js (Line 58)

Tilemap.WEST

[static] WEST : number Source code: tilemap/Tilemap.js (Line 206)

Physics.Arcade#angleBetween()

angleBetween(source, target, world) → {number} Find the angle in radians between two display objects (like Sprites). The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y values. This is useful of the object has been nested inside an offset Group,or parent Game Object. Parameters Name Type Argument Default Description source any The Display Object to test from. target any The Display Object to test to. world b

Text#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)

TileSprite#TileSprite

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source. TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites. You shouldn't ever create a TileSprite any larger than your act

Video#retry

retry : integer The current retry attempt. Source code: gameobjects/Video.js (Line 155)

WebGLRenderer#height

height : number The height of the canvas view Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 89)

Particles.Arcade.Emitter#particleClass

particleClass :any For emitting your own particle class types. They must extend Phaser.Particle. Source code: particles/arcade/Emitter.js (Line 121)

Rectangle.clone()

<static> clone(a, output) → {Phaser.Rectangle} Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. Parameters Name Type Argument Description a Phaser.Rectangle The Rectangle object. output Phaser.Rectangle <optional> Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. Returns Phaser.Rectangle - Sou

BitmapData#blendLighten()

blendLighten() → {Phaser.BitmapData} Sets the blend mode to 'lighten' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2234)