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

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)

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)

Particle#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

StateManager#onPauseUpdateCallback

onPauseUpdateCallback : Function This is called every frame while the game is paused. Source code: core/StateManager.js (Line 154)

Physics.P2.Body#clearShapes()

clearShapes() Removes all Shapes from this Body. Source code: physics/p2/Body.js (Line 974)

TileSprite#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Physics.Arcade.SORT_NONE

[static] SORT_NONE : number A constant used for the sortDirection value.Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups. Source code: physics/arcade/World.js (Line 98)

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)