Pointer#eraserButton

eraserButton : Phaser.DeviceButton If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property. The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grainedbutton control. Please see the DeviceButton docs for details on browser button limitations. Source code: input/Pointer.js (Line 146)

Button#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Bullet#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

TweenData#from()

from(properties, duration, ease, delay, repeat, yoyo) → {Phaser.TweenData} Sets this tween to be a from tween on the properties given. A from tween sets the target to the destination value and tweens to its current value.For example a Sprite with an x coordinate of 100 tweened from x 500 would be set to x 500 and then tweened to x 100 by giving a properties object of { x: 500 }. Parameters Name Type Argument Default Description properties object The properties you want to tween, such a

Button#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

TileSprite#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

World#alpha

alpha : number The alpha value of the group container. Inherited From Phaser.Group#alpha Source code: core/Group.js (Line 3003)

PluginManager#postUpdate()

postUpdate() PostUpdate is the last thing to be called before the world render.In particular, it is called after the world postUpdate, which means the camera has been adjusted.It only calls plugins who have active=true. Source code: core/PluginManager.js (Line 218)

Button#setDownSound()

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button. Parameters Name Type Argument Description sound Phaser.Sound | Phaser.AudioSprite The Sound that will be played. marker string <optional> A Sound Marker that will be used in the playback. Source code: gameobjects/Button.js (Line 450)

Particle#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t