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)

CanvasRenderer#clearBeforeRender

clearBeforeRender : boolean This sets if the CanvasRenderer will clear the canvas or not before the new render pass.If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set. Source code: pixi/renderers/canvas/C

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

Math#angleBetweenY()

angleBetweenY(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2). The difference between this method and Math.angleBetween is that this assumes the y coordinate travelsdown the screen. Parameters Name Type Description x1 number The x coordinate of the first value. y1 number The y coordinate of the first value. x2 number The x coordinate of the second value. y2 number The y coordinate of the second value. Returns number - The angle, in radians.

AnimationManager#frameData

[readonly] frameData : Phaser.FrameData The current animations FrameData. Source code: animation/AnimationManager.js (Line 436)