Line#normalY

[readonly] normalY : number Gets the y component of the left-hand normal of this line. Source code: geom/Line.js (Line 528)

Particles.Arcade.Emitter#maxParticleSpeed

maxParticleSpeed : Phaser.Point The maximum possible velocity of a particle. Source code: particles/arcade/Emitter.js (Line 63)

Math#ceilTo()

ceilTo(value, place, base) → {number} Ceils to some place comparative to a base, default is 10 for decimal place.The place is represented by the power applied to base to get that place. Parameters Name Type Argument Default Description value number The value to round. place number <optional> 0 The place to round to. base number <optional> 10 The base to round in. Default is 10 for decimal. Returns number - The rounded value. Source code: math/Math.js (Line

Mouse.MIDDLE_BUTTON

[static] MIDDLE_BUTTON : number Source code: input/Mouse.js (Line 178)

Particles.Arcade.Emitter#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

TileSprite#type

[readonly] type : number The const type of this object. Source code: gameobjects/TileSprite.js (Line 72)

Text#shadowStroke

shadowStroke : boolean Sets if the drop shadow is applied to the Text stroke. Source code: gameobjects/Text.js (Line 2195)

TilemapLayer#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

TilemapLayer#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

TilemapLayer#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo