Particle#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

Cache#addRenderTexture()

addRenderTexture(key, texture) Add a new Phaser.RenderTexture in to the cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. texture Phaser.RenderTexture The texture to use as the base of the RenderTexture. Source code: loader/Cache.js (Line 566)

Physics#matter

matter :Phaser.Physics.Matter The MatterJS Physics system (coming soon). Source code: physics/Physics.js (Line 63)

Bullet#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Cache#getItem()

getItem(key, cache, method, property) → {object} Get an item from a cache based on the given key and property. This method is mostly used internally by other Cache methods such as getImage but is exposedpublicly for your own use as well. Parameters Name Type Argument Description key string The key of the asset within the cache. cache integer The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. method string <optional> The string name

TweenData#repeatCounter

repeatCounter : number If the Tween is set to repeat this contains the current repeat count. Source code: tween/TweenData.js (Line 73)

Particle#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Physics.P2.Body#applyImpulse()

applyImpulse(impulse, worldX, worldY) Apply impulse to a point relative to the body.This could for example be a point on the Body surface. An impulse is a force added to a body during a shortperiod of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity. Parameters Name Type Description impulse Float32Array | Array The impulse vector to add, oriented in world space. worldX number A point relative to the body in world space. If not given, it is s

Input#pointer5

pointer5 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 180)

Button#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)