Weapon#trackPointer()

trackPointer(pointer, offsetX, offsetY) → {Phaser.Weapon} Sets this Weapon to track the given Pointer.When a Weapon tracks a Pointer it will automatically update its fireFrom value to match the Pointersposition within the Game World, adjusting the coordinates based on the offset arguments. This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location. Calling trackPointer will reset Weapon.trackedSprite to null, should it have been set, as you canonly tr

Weapon#x

x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1224)

TilemapLayer#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Ellipse#clone()

clone(output) → {Phaser.Ellipse} Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object. Parameters Name Type Description output Phaser.Ellipse Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned. Returns Phaser.Ellipse - The cloned Ellipse object. Source code: geom/Ellipse.js (Line 117)

Particles.Arcade.Emitter#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

Tile#copy()

copy(tile) Copies the tile data and properties from the given tile to this tile. Parameters Name Type Description tile Phaser.Tile The tile to copy from. Source code: tilemap/Tile.js (Line 305)

Group#rotation

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself by modifying its rotation.This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. Source code: core/Group.js (Line 2987)

Cache#getTextureFrame()

getTextureFrame(key) → {Phaser.Frame} Get a single texture frame by key. You'd only do this to get the default Frame created for a non-atlas / spritesheet image. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns Phaser.Frame - The frame data. Source code: loader/Cache.js (Line 1121)

Camera#width

width : number The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras width. Source code: core/Camera.js (Line 877)

Physics.Arcade.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/arcade/Body.js (Line 300)