Physics.Ninja.Body#game

game : Phaser.Game Local reference to game. Source code: physics/ninja/Body.js (Line 39)

TilemapLayer#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)

Tilemap#layers

layers :array An array of Tilemap layer data. Source code: tilemap/Tilemap.js (Line 100)

DeviceButton#onUp

onUp : Phaser.Signal This Signal is dispatched every time this DeviceButton is released from a down state.It is only dispatched once (until the button is pressed again).When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button. Source code: input/DeviceButton.js (Line 130)

Game#renderType

[readonly] renderType : number The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS. Source code: core/Game.js (Line 128)

FlexLayer#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

global#PORTRAIT

<constant> PORTRAIT : integer A portrait orientation Source code: Phaser.js (Line 325)

Image#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

FlexLayer#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Bullet#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi