Bullet#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

Time#frames

[readonly] frames : integer Advanced timing result: The number of render frames record in the last second. Only calculated if advancedTiming is enabled. Source code: time/Time.js (Line 174)

Component.LoadTexture#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Component.Animation#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

DOM.getOffset()

<static> getOffset(element, point) → {Phaser.Point} Get the [absolute] position of the element relative to the Document. The value may vary slightly as the page is scrolled due to rounding errors. Parameters Name Type Argument Description element DOMElement The targeted element that we want to retrieve the offset. point Phaser.Point <optional> The point we want to take the x/y values of the offset. Returns Phaser.Point - A point objet with the offsetX and Y as its p

Point#subtract()

subtract(x, y) → {Phaser.Point} Subtracts the given x and y values from this Point. Parameters Name Type Description x number The value to subtract from Point.x. y number The value to subtract from Point.y. Returns Phaser.Point - This Point object. Useful for chaining method calls. Source code: geom/Point.js (Line 122)

BitmapData#blendScreen()

blendScreen() → {Phaser.BitmapData} Sets the blend mode to 'screen' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2195)

Sound#addMarker()

addMarker(name, start, duration, volume, loop) Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback. Parameters Name Type Argument Default Description name string A unique name for this marker, i.e. 'explosion', 'gunshot', etc. start number The start point of this marker in the audio file, given in sec

Physics.P2#sleepMode

sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING.If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep. Source code: physics/p2/World.js (Line 2014)

Text#wordWrapWidth

wordWrapWidth : number The width at which text will wrap. Source code: gameobjects/Text.js (Line 2058)