RetroFont#multiLine

multiLine : boolean If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default) Source code: gameobjects/RetroFont.js (Line 83)

FlexLayer#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Create.PALETTE_JAPANESE_MACHINE

[static] PALETTE_JAPANESE_MACHINE : number A 16 color palette inspired by Japanese computers like the MSX. Source code: core/Create.js (Line 86)

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)

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)

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

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

Device#chrome

chrome : boolean Set to true if running in Chrome. Source code: utils/Device.js (Line 263)

Physics.P2#createRevoluteConstraint()

createRevoluteConstraint(bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) → {Phaser.Physics.P2.RevoluteConstraint} Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. pivotA Array The point relative to the center of mass of bodyA which bodyA is