Rectangle#perimeter

[readonly] perimeter : number The perimeter size of the Rectangle. This is the sum of all 4 sides. Source code: geom/Rectangle.js (Line 597)

Physics.Arcade#setBounds()

setBounds(x, y, width, height) Updates the size of this physics world. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the world. Can never be smaller than the Game.width. height number New height of the world. Can never be smaller than the Game.height. Source code: physics/arcade/World.js (Line 134)

BitmapText#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Pointer#withinGame

withinGame : boolean true if the Pointer is over the game canvas, otherwise false. Source code: input/Pointer.js (Line 176)

Plugin#visible

visible : boolean A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped. Source code: core/Plugin.js (Line 39)

Physics.Ninja.Body#right

[readonly] right : number The right value of this Body (same as Body.x + Body.width) Source code: physics/ninja/Body.js (Line 509)

Text#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Signal#dispose()

dispose() Dispose the signal - no more events can be dispatched. This removes all event listeners and clears references to external objects.Calling methods on a disposed objects results in undefined behavior. Source code: core/Signal.js (Line 451)

Matrix#type

[readonly] type : number The const type of this object. Source code: geom/Matrix.js (Line 75)

Physics.Arcade#accelerateToObject()

accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax) → {number} Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)You must give a maximum speed value, beyond which the display object won't go any faster.Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.Note: The display object do