BitmapText#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

World#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Rope#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Signal#has()

has(listener, context) → {boolean} Check if a specific listener is attached. Parameters Name Type Argument Description listener function Signal handler function. context object <optional> Context on which listener will be executed (object that should represent the this variable inside listener function). Returns boolean - If Signal has the specified listener. Source code: core/Signal.js (Line 218)

Particles.Arcade.Emitter#Emitter

new Emitter(game, x, y, maxParticles) Emitter is a lightweight particle emitter that uses Arcade Physics.It can be used for one-time explosions or for continuous effects like rain and fire.All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. x number <optional> 0 The x coordinate within the Emitter that the particles a

Rope#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

InputHandler#snapOffset

snapOffset : Phaser.Point A Point object that contains by how far the Sprite snap is offset. Source code: input/InputHandler.js (Line 87)

BitmapData#add()

add(object) → {Phaser.BitmapData} Updates the given objects so that they use this BitmapData as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 393)

Graphics#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Graphics#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I