Graphics#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

BitmapData#game

game : Phaser.Game A reference to the currently running game. Source code: gameobjects/BitmapData.js (Line 33)

Weapon#fireRateVariance

fireRateVariance : number This is a modifier that is added to the fireRate each update to add varietyto the firing rate of the Weapon. The value is given in milliseconds.If you've a fireRate of 200 and a fireRateVariance of 50 then the actualfiring rate of the Weapon will be between 150 and 250. Source code: plugins/weapon/WeaponPlugin.js (Line 84)

World#hasProperty()

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan up to 4 levels deep only. Parameters Name Type Description child any The child to check for the existence of the property on. key Array.<string> An array of strings that make up the property. Returns boolean - True if the child has the property, otherwise false. Inherited From Phaser.Group#hasProperty Source code: core/Group.js (Line 1104)

FlexLayer#moveAll()

moveAll(group, silent) → {Phaser.Group} Moves all children from this Group to the Group given. Parameters Name Type Argument Default Description group Phaser.Group The new Group to which the children will be moved to. silent boolean <optional> false If true the children will not dispatch the onAddedToGroup event for the new Group. Returns Phaser.Group - The Group to which all the children were moved. Inherited From Phaser.Group#moveAll Source code: core/Group.js (L

Button#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Button#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Button#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Physics.Ninja.AABB#pos

pos : Phaser.Point The position of this object. Source code: physics/ninja/AABB.js (Line 35)

Camera#setSize()

setSize(width, height) Sets the size of the view rectangle given the width and height in parameters. Parameters Name Type Description width number The desired width. height number The desired height. Source code: core/Camera.js (Line 745)