GameObjectCreator#graphics()

graphics(x, y) → {Phaser.Graphics} Creates a new Graphics object. Parameters Name Type Argument Default Description x number <optional> 0 X position of the new graphics object. y number <optional> 0 Y position of the new graphics object. Returns Phaser.Graphics - The newly created graphics object. Source code: gameobjects/GameObjectCreator.js (Line 236)

GameObjectCreator#bitmapText()

bitmapText(x, y, font, text, size, align) → {Phaser.BitmapText} Create a new BitmapText object. BitmapText objects work by taking a texture file and an XML file that describes the font structure.It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned tomatch the font structure. BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the abilityto use Web Fonts. However you trade this fl

Device#trident

trident : boolean Set to true if running a Trident version of Internet Explorer (IE11+) Source code: utils/Device.js (Line 305)

GameObjectCreator#emitter()

emitter(x, y, maxParticles) → {Phaser.Emitter} Creat a new Emitter. An Emitter is a lightweight particle emitter. It can be used for one-time explosions or forcontinuous effects like rain and fire. All it really does is launch Particle objects outat set intervals, and fixes their positions and velocities accorindgly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate within the Emitter that the particles are emitted from. y number <optio

BitmapData#destroy()

destroy() Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use. Source code: gameobjects/BitmapData.js (Line 2024)

Rectangle#empty

empty : boolean Determines whether or not this Rectangle object is empty. A Rectangle object is empty if its width or height is less than or equal to 0.If set to true then all of the Rectangle properties are set to 0. Gets or sets the Rectangles empty state. Source code: geom/Rectangle.js (Line 736)

Create#game

game : Phaser.Game A reference to the currently running Game. Source code: core/Create.js (Line 23)

Stage#name

name : string The name of this object. Default Value _stage_root Source code: core/Stage.js (Line 29)

TileSprite#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/TileSprite.js (Line 78)

Input#gamepad

gamepad : Phaser.Gamepad The Gamepad Input manager. Source code: input/Input.js (Line 274)