BitmapText#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Particles.Arcade.Emitter#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

Text#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container 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

BitmapData#drawFull()

drawFull(parent, blendMode, roundPx) → {Phaser.BitmapData} Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children. If a child has an exists property then it (and its children) will be only be drawn if exists is true. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapDatathey won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match t

Cache.XML

[static] XML : number Source code: loader/Cache.js (Line 190)

Video#textureFrame

textureFrame : Phaser.Frame The Frame this video uses for rendering. Source code: gameobjects/Video.js (Line 269)

BitmapText#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

Tile#height

height : number The height of the tile in pixels. Source code: tilemap/Tile.js (Line 69)

Utils.Debug#currentX

currentX : number The current X position the debug information will be rendered at. Source code: utils/Debug.js (Line 75)

Matrix#d

d : number Default Value 1 Source code: geom/Matrix.js (Line 57)