Utils.Debug#lineHeight

lineHeight : number The line height between the debug text. Source code: utils/Debug.js (Line 64)

Tilemap#getLayerIndex()

getLayerIndex(name) → {number} Gets the layer index based on its name. Parameters Name Type Description name string The name of the layer to get. Returns number - The index of the layer in this tilemap, or null if not found. Source code: tilemap/Tilemap.js (Line 740)

Ellipse#left

left The left coordinate of the Ellipse. The same as the X coordinate. Source code: geom/Ellipse.js (Line 190)

Game#physics

physics : Phaser.Physics Reference to the physics manager. Source code: core/Game.js (Line 221)

BitmapText#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Weapon#fireFrom

fireFrom : Phaser.Rectangle This is a Rectangle from within which the bullets are fired. By default it's a 1x1rectangle, the equivalent of a Point. But you can change the width and height, and iflarger than 1x1 it'll pick a random point within the rectangle to launch the bullet from. Source code: plugins/weapon/WeaponPlugin.js (Line 92)

Weapon#y

y : number The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1246)

Particles.Arcade.Emitter#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

Particles.Arcade.Emitter#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

Particles.Arcade.Emitter#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)