Game#canvas

canvas :HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to. Source code: core/Game.js (Line 246)

TilingSprite#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Source code: pixi/extras/TilingSprite.js (Line 517)

Physics.Arcade.RIGHT_LEFT

[static] RIGHT_LEFT : number A constant used for the sortDirection value.Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards) Source code: physics/arcade/World.js (Line 114)

Weapon#fireFrom

fireFrom : Phaser.Rectangle This is a Rectangle from within which the bullets are fired. By default it's a 1x1rectangle, the equivalent of a Point. But you can change the width and height, and iflarger than 1x1 it'll pick a random point within the rectangle to launch the bullet from. Source code: plugins/weapon/WeaponPlugin.js (Line 92)

Weapon#y

y : number The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1246)

Particles.Arcade.Emitter#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

Particles.Arcade.Emitter#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

Particles.Arcade.Emitter#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

TilemapLayer#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Utils.Debug#lineHeight

lineHeight : number The line height between the debug text. Source code: utils/Debug.js (Line 64)