Keyboard#isDown()

isDown(keycode) → {boolean} Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser. Parameters Name Type Description keycode integer The keycode of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. Returns boolean - True if the key is currently down, false if not or null if the Key wasn't found. Source code: input/Keyboard.js (Line 531)

Image#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

BitmapText#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Keyboard#removeKeyCapture()

removeKeyCapture(keycode) Removes an existing key capture. Parameters Name Type Description keycode integer The keycode to remove capturing of. Source code: input/Keyboard.js (Line 321)

global#HORIZONTAL

<constant> HORIZONTAL : integer A horizontal orientation Source code: Phaser.js (Line 304)

CanvasRenderer#clearBeforeRender

clearBeforeRender : boolean This sets if the CanvasRenderer will clear the canvas or not before the new render pass.If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set. Source code: pixi/renderers/canvas/C

Text#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.Body#right

[readonly] right : number The right value of this Body (same as Body.x + Body.width) Source code: physics/ninja/Body.js (Line 509)

Plugin#visible

visible : boolean A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped. Source code: core/Plugin.js (Line 39)

Pointer#withinGame

withinGame : boolean true if the Pointer is over the game canvas, otherwise false. Source code: input/Pointer.js (Line 176)