FlexLayer#visible

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered. Inherited From Phaser.Group#visible Source code: core/Group.js (Line 2996)

InputHandler#snapY

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid. Source code: input/InputHandler.js (Line 111)

Physics.P2.FixtureList#flatten()

flatten(array) A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons. Parameters Name Type Description array array The array to flatten. Notice: This will happen recursive not shallow. Source code: physics/p2/FixtureList.js (Line 212)

Texture#baseTexture

baseTexture : PIXI.BaseTexture The base texture that this texture uses. Source code: pixi/textures/Texture.js (Line 47)

Input#onUp

onUp : Phaser.Signal A Signal that is dispatched each time a pointer is released. Source code: input/Input.js (Line 294)

Group#centerY

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

SinglePad#connected

[readonly] connected : boolean Whether or not this particular gamepad is connected or not. Source code: input/SinglePad.js (Line 33)

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

BitmapData#generateTexture()

generateTexture(key) → {PIXI.Texture} Creates a new Image element by converting this BitmapDatas canvas into a dataURL. The image is then stored in the image Cache using the key given. Finally a PIXI.Texture is created based on the image and returned. You can apply the texture to a sprite or any other supporting object by using either thekey or the texture. First call generateTexture: var texture = bitmapdata.generateTexture('ball'); Then you can either apply the texture to a sprite: game.add

TilingSprite#height

height : number The height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 27)