Particle#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Line#bottom

[readonly] bottom : number Gets the bottom-most point of this line. Source code: geom/Line.js (Line 476)

Component.ScaleMinMax#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Source code: gameobjects/components/ScaleMinMax.js (Line 46)

Point.centroid()

<static> centroid(points, out) → {Phaser.Point} Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned. Parameters Name Type Argument Description points Array.<Phaser.Point> The array of one or more points. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 8

WebGLRenderer#maskManager

maskManager : PIXI.WebGLMaskManager Manages the masks using the stencil buffer Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 146)

Physics.P2.Material#Material

new Material(name) A P2 Material. \o/ ~ "Because I'm a Material girl" Parameters Name Type Description name string The user defined name given to this Material. Source code: physics/p2/Material.js (Line 16)

StateManager#current

current : string The current active State object. Source code: core/StateManager.js (Line 68)

Component.Core#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Source code: gameobjects/comp

Particles.Arcade.Emitter#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

GameObjectFactory#tileSprite()

tileSprite(x, y, width, height, key, frame, group) → {Phaser.TileSprite} Creates a new TileSprite object. Parameters Name Type Argument Description x number The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. y number The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. width number The width of the TileSprite. height number The height of the TileSprite.