Graphics#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Cache#checkJSONKey()

checkJSONKey(key) → {boolean} Checks if the given key exists in the JSON Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 954)

Weapon#shots

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via fireLimit), and resetthis total via Weapon.resetShots. Source code: plugins/weapon/WeaponPlugin.js (Line 61)

Component.InWorld#InWorld

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well. Source code: gameobjects/components/InWorld.js (Line 14)

Physics.P2.Body#addPlane()

addPlane(offsetX, offsetY, rotation) → {p2.Plane} Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation. Parameters Name Type Argument Default Description offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <optional> 0 Local vertical offset of the shape relative to the body center of mass. rotation number <opt

Physics.P2.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Bodyafter setting this it will not proactively set them to collide with the bounds. Should th

Physics.P2.Body#setMaterial()

setMaterial(material, shape) Adds the given Material to all Shapes that belong to this Body.If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter. Parameters Name Type Argument Description material Phaser.Physics.P2.Material The Material that will be applied. shape p2.Shape <optional> An optional Shape. If not provided the Material will be added to all Shapes in this Body. Source code: physics/p2/Body.js (Line 1272)

ScaleManager#onFullScreenChange

onFullScreenChange : Phaser.Signal This signal is dispatched when the browser enters or leaves fullscreen mode, if supported. The signal is supplied with a single argument: scale (the ScaleManager). Use scale.isFullScreen to determineif currently running in Fullscreen mode. Source code: core/ScaleManager.js (Line 290)

FlexLayer#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#y Source code: core/Group.js (Line 2978)

Rectangle#getPoint()

getPoint(position, out) → {Phaser.Point} Returns a point based on the given position constant, which can be one of: Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER,Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTERand Phaser.BOTTOM_RIGHT. This method returns the same values as calling Rectangle.bottomLeft, etc, but thosecalls always create a new Point object, where-as this one allows you to use your own. Parameters Name Type Argument Descrip