TilemapLayer#frameName

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

Loader#addSyncPoint()

addSyncPoint(type, key) → {Phaser.Loader} Add a synchronization point to a specific file/asset in the load queue. This has no effect on already loaded assets. Parameters Name Type Description type string The type of resource to turn into a sync point (image, audio, xml, etc). key string Key of the file you want to turn into a sync point. Returns Phaser.Loader - This Loader instance. Source code: loader/Loader.js (Line 1675) See withSyncPoint

Text#addFontWeight()

addFontWeight(style, position) → {Phaser.Text} Set specific font weights for certain characters within the Text. It works by taking a font weight value, which is a typical string such as normal, bold, bolder, etc.The position value is the index of the character in the Text string to start applying this font weight to.Once set the font weight remains in use until either another font weight or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addFont

Bullet#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Bullet#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Physics.P2#applySpringForces

applySpringForces : boolean Enable to automatically apply spring forces each step. Source code: physics/p2/World.js (Line 1899)

Physics.P2.Body#reverse()

reverse(speed) Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should reverse. Source code: physics/p2/Body.js (Line 759)

Bullet#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Physics.P2.BodyDebug#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

World#getBottom()

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child being displayed (rendered) below every other child. Returns any - The child at the bottom of the Group. Inherited From Phaser.Group#getBottom Source code: core/Group.js (Line 2221)