Physics.Ninja.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision. Source code: physics/ninja/Body.js (Line 125)

Physics.Arcade.Body#onWall()

onWall() → {boolean} Returns true if either side of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1233)

Key#onUp

onUp : Phaser.Signal This Signal is dispatched every time this Key is released. It is only dispatched once (until the key is pressed and released again). Source code: input/Key.js (Line 113)

Line#width

[readonly] width : number Gets the width of this bounds of this line. Source code: geom/Line.js (Line 489)

Device#safari

safari : boolean Set to true if running in Safari. Source code: utils/Device.js (Line 341)

TweenData#delay

delay : number The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats. Source code: tween/TweenData.js (Line 113)

Weapon#bulletSpeedVariance

bulletSpeedVariance : number This is a variance added to the speed of Bullets when they are fired.If bullets have a bulletSpeed value of 200, and a bulletSpeedVariance of 50then the actual speed of the Bullets will be between 150 and 250 pixels per second. Source code: plugins/weapon/WeaponPlugin.js (Line 177)

Point.multiplyAdd()

<static> multiplyAdd(a, b, s, out) → {Phaser.Point} Adds two 2D Points together and multiplies the result by the given scalar. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. s number The scaling value. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Poi

BitmapData#setPixel32()

setPixel32(x, y, red, green, blue, alpha, immediate) → {Phaser.BitmapData} Sets the color of the given pixel to the specified red, green, blue and alpha values. Parameters Name Type Argument Default Description x number The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. y number The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. red number The red color value, between 0 and 0xFF (255). green

FlexLayer#forEachDead()

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to the cal