Particles.Arcade.Emitter#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)

Line#right

[readonly] right : number Gets the right-most point of this line. Source code: geom/Line.js (Line 450)

BitmapText#maxWidth

maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then the lines will be automatically wrappedbased on the last whitespace character found in the line. If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored. Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels. Source code: gameobjects/BitmapText.js (Line 648)

Particles.Arcade.Emitter#fixedToCamera

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list.So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x Inherited From Phaser.Group#fixedToCamera Source code: core/Group.js (Line 265)

Button#justReleasedPreventsOver

justReleasedPreventsOver : Phaser.PointerMode Suppress the over event if a pointer was just released and it matches the given pointer mode bitmask. This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change. Source code: gameobjects/Button.js (Line 182)

TilingSprite#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)

Physics.P2.RevoluteConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/RevoluteConstraint.js (Line 29)

Utils.Debug#dirty

dirty : boolean Does the canvas need re-rendering? Source code: utils/Debug.js (Line 92)

Particle#reset()

reset(x, y, health) → {Phaser.Particle} Resets the Particle. This places the Particle at the given x/y world coordinates and thensets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.If the Particle has a physics body that too is reset. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at.

Particle#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)