TweenManager#update()

update() → {boolean} Update all the tween objects you added to this manager. Returns boolean - Return false if there's no tween to update, otherwise return true. Source code: tween/TweenManager.js (Line 242)

Text#shadowOffsetX

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be. Source code: gameobjects/Text.js (Line 2107)

Text#stroke

stroke : string A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'. Source code: gameobjects/Text.js (Line 1992)

Button#freezeFrames

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events. Source code: gameobjects/Button.js (Line 189)

Utils.Debug#destroy()

destroy() Destroy this object. Source code: utils/Debug.js (Line 877)

FlexLayer#cameraOffset

cameraOffset : Phaser.Point If this object is fixedToCamera then this stores the x/y position offset relative to the top-left of the camera view.If the parent of this Group is also fixedToCamera then the offset here is in addition to that and should typically be disabled. Inherited From Phaser.Group#cameraOffset Source code: core/Group.js (Line 272)

Game#width

[readonly] width : integer The current Game Width in pixels. Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height) - instead. Default Value 800 Source code: core/Game.js (Line 58)

Weapon#createBullets()

createBullets(quantity, key, frame, group) → {Phaser.Weapon} This method performs two actions: First it will check to see if the Weapon.bullets Group exists or not,and if not it creates it, adding it the group given as the 4th argument. Then it will seed the bullet pool with the quantity number of Bullets, using the texture key and frameprovided (if any). If for example you set the quantity to be 10, then this Weapon will only ever be able to have 10 bulletsin-flight simultaneously. If you tr

BitmapText#fontSize

fontSize : number The size of the font in pixels. Source code: gameobjects/BitmapText.js (Line 602)

World#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Group#physicsType Source code: core/Group.js (Line 86)