BitmapText#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

BitmapText#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Physics.P2.BodyDebug#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

BitmapText#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)

Device#cocoonJSApp

cocoonJSApp : boolean Is this game running with CocoonJS.App? Source code: utils/Device.js (Line 76)

Group#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Description oldChild any The child in this group that will be replaced. newChild any

TileSprite#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

BitmapText#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Line#clone()

clone(output) → {Phaser.Line} Returns a new Line object with the same values for the start and end properties as this Line object. Parameters Name Type Description output Phaser.Line Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned. Returns Phaser.Line - The cloned Line object. Source code: geom/Line.js (Line 336)

Physics.P2.BodyDebug#centerY

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#centerY Source code: core/Group.js (Line 2733)