Particles.Arcade.Emitter#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Pointer#worldX

[readonly] worldX : number Gets the X value of this Pointer in world coordinates based on the world camera. Source code: input/Pointer.js (Line 1216)

Text#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Particles.Arcade.Emitter#getTop()

getTop() → {any} Return the child at the top of this group. The top child is the child displayed (rendered) above every other child. Returns any - The child at the top of the Group. Inherited From Phaser.Group#getTop Source code: core/Group.js (Line 2204)

TileSprite#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

Particles.Arcade.Emitter#particleSendToBack

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 205)

BaseTexture#scaleMode

scaleMode : number The scale mode to apply when scaling this texture Default Value PIXI.scaleModes.LINEAR Source code: pixi/textures/BaseTexture.js (Line 42)

Component.Core#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Group#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Source code: core/Group.js (Line 2682)

Device#webApp

webApp : boolean Set to true if running as a WebApp, i.e. within a WebView Source code: utils/Device.js (Line 353)