RetroFont#customSpacingY

customSpacingY : number Adds vertical spacing between each line of multi-line text, set in pixels. Source code: gameobjects/RetroFont.js (Line 101)

Tilemap#version

version : number The version of the map data (as specified in Tiled, usually 1). Source code: tilemap/Tilemap.js (Line 80)

Physics.Ninja.Body#reset()

reset() Resets all Body values and repositions on the Sprite. Source code: physics/ninja/Body.js (Line 365)

Graphics#boundsPadding

boundsPadding : number The bounds' padding used for bounds calculation. Inherited From PIXI.Graphics#boundsPadding Source code: pixi/primitives/Graphics.js (Line 96)

TilemapLayer#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Physics.P2.PointProxy#x

x : number The x property of this PointProxy get and set in pixels. Source code: physics/p2/PointProxy.js (Line 24)

Stage#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

LoaderParser.xmlBitmapFont()

<static> xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing) → {object} Parse a Bitmap Font from an XML file. Parameters Name Type Argument Default Description xml object XML data you want to parse. baseTexture PIXI.BaseTexture The BaseTexture this font uses. xSpacing number <optional> 0 Additional horizontal spacing between the characters. ySpacing number <optional> 0 Additional vertical spacing between the characters. Returns object - The pars

Pointer#swapTarget()

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting. Note that even if you set a new Target here, it is still able to be replaced by any other validtarget during the next Pointer update. Parameters Name Type Argument Default Description newTarget Phaser.InputHandler The new target for this Pointer. Note this is an InputHandler, so don't pass a Sprit

Component.PhysicsBody.preUpdate()

<static> preUpdate() The PhysicsBody component preUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/PhysicsBody.js (Line 21)