Pointer.RIGHT_BUTTON

[static] RIGHT_BUTTON : number The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button. Source code: input/Pointer.js (Line 382)

Image#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

global#ROUNDEDRECTANGLE

<constant> ROUNDEDRECTANGLE : integer Game Object type. Source code: Phaser.js (Line 276)

TilemapLayer#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Particle#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

RenderTexture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Inherited From PIXI.Texture#requiresUpdate Source code: pixi/textures/Texture.js (Line 87)

BitmapData#move()

move(x, y, wrap) → {Phaser.BitmapData} Shifts the contents of this BitmapData by the distances given. The image will wrap-around the edges on all sides if the wrap argument is true (the default). Parameters Name Type Argument Default Description x integer The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right. y integer The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, posi

Text#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Mouse#stop()

stop() Stop the event listeners. Source code: input/Mouse.js (Line 603)

SignalBinding#toString()

toString() → {string} Returns string - String representation of the object. Source code: core/SignalBinding.js (Line 189)