Physics.P2.BodyDebug#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group 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 Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Weapon.KILL_CAMERA_BOUNDS

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Camera.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 417)

SoundManager#pauseAll()

pauseAll() Pauses all the sounds in the game. Source code: sound/SoundManager.js (Line 362)

Tile#alpha

alpha : number The alpha value at which this tile is drawn to the canvas. Source code: tilemap/Tile.js (Line 84)

Particle#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

FrameData#addFrame()

addFrame(frame) → {Phaser.Frame} Adds a new Frame to this FrameData collection. Typically called by the Animation.Parser and not directly. Parameters Name Type Description frame Phaser.Frame The frame to add to this FrameData set. Returns Phaser.Frame - The frame that was just added. Source code: animation/FrameData.js (Line 31)

Point#isZero()

isZero() → {boolean} Determine if this point is at 0,0. Returns boolean - True if this Point is 0,0, otherwise false. Source code: geom/Point.js (Line 377)

Mouse.WHEEL_UP

[static] WHEEL_UP : number Source code: input/Mouse.js (Line 202)

Camera#position

position : Phaser.Point The Cameras position. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras xy position using Phaser.Point object. Source code: core/Camera.js (Line 849)

Color.blendSoftLight()

<static> blendSoftLight(a, b) → {integer} Darkens or lightens the colors, depending on the source color value. If the source color is lighter than 0.5, the backdrop is lightened, as if it were dodged;this is useful for adding highlights to a scene. If the source color is darker than 0.5, the backdrop is darkened, as if it were burned in.The degree of lightening or darkening is proportional to the difference between the source color and 0.5;if it is equal to 0.5, the backdrop is uncha