Bullet#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Color.getRed()

<static> getRed(color) → {number} Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255. Parameters Name Type Description color number In the format 0xAARRGGBB. Returns number - The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red). Source code: utils/Color.js (Line 954)

Pointer#forwardButton

forwardButton : Phaser.DeviceButton If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) 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 133)

World#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

CanvasRenderer#autoResize

autoResize : boolean Whether the render view should be resized automatically Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 61)

Physics.Arcade.Body#syncBounds

syncBounds : boolean If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimen

Line.intersectsRectangle()

<static> intersectsRectangle(line, rect) → {boolean} Checks for intersection between the Line and a Rectangle shape, or a rectangle-likeobject, with public x, y, right and bottom properties, such as a Sprite or Body. An intersection is considered valid if: The line starts within, or ends within, the Rectangle.The line segment intersects one of the 4 rectangle edges. The for the purposes of this function rectangles are considered 'solid'. Parameters Name Type Description line Phaser.L

FrameData#total

[readonly] total : number The total number of frames in this FrameData set. Source code: animation/FrameData.js (Line 267)

Tilemap#setTileSize()

setTileSize(tileWidth, tileHeight) Sets the base tile size for the map. Parameters Name Type Description tileWidth number The width of the tiles the map uses for calculations. tileHeight number The height of the tiles the map uses for calculations. Source code: tilemap/Tilemap.js (Line 237)

InputHandler#pointerOver()

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite? Parameters Name Type Argument Default Description pointerId integer <optional> (check all) The ID number of a Pointer to check. If you don't provide a number it will check all Pointers. Returns boolean - True if the given pointer (if a index was given, or any pointer if not) is over this object. Source code: input/InputHandler.js (Line 601)