Particles.Arcade.Emitter#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

Physics.P2#getConstraints()

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of all current Constraints in the world.You will get an array of p2 constraints back. This can be of mixed types, for example the array may containPrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type. Returns array.<Phaser.Physics.P2.Constraint> - An array containing all current Constraints in the world. Source code: physics/p2/World.js (Line 1335)

Physics.P2#gravity

gravity : Phaser.Physics.P2.InversePointProxy The gravity applied to all bodies each step. Source code: physics/p2/World.js (Line 83)

FlexLayer#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Physics.P2#removeConstraint()

removeConstraint(constraint) → {Phaser.Physics.P2.Constraint} Removes a Constraint from the world. Parameters Name Type Description constraint Phaser.Physics.P2.Constraint The Constraint to be removed from the World. Returns Phaser.Physics.P2.Constraint - The Constraint that was removed. Source code: physics/p2/World.js (Line 1136)

Touch#onTouchLeave()

onTouchLeave(event) For touch enter and leave its a list of the touch points that have entered or left the target.Doesn't appear to be supported by most browsers on a canvas element yet. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 354)

Point#multiply()

multiply(x, y) → {Phaser.Point} Multiplies Point.x and Point.y by the given x and y values. Sometimes known as Scale. Parameters Name Type Description x number The value to multiply Point.x by. y number The value to multiply Point.x by. Returns Phaser.Point - This Point object. Useful for chaining method calls. Source code: geom/Point.js (Line 138)

Bullet#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Inherited From Phaser.Component.Delta#deltaX Source code: gameobjects/components/Delta.js (Line 24)

BitmapText#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

TileSprite#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