Physics.P2.Body#dirty

dirty : boolean Internally used by Sprite.x/y Source code: physics/p2/Body.js (Line 127)

Weapon#trackOffset

trackOffset : Phaser.Point The Track Offset is a Point object that allows you to specify a pixel offset that bullets usewhen launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixelsin size, but you're tracking a Sprite that is 32x32, then you can set trackOffset.x = 16 to havethe bullet launched from the center of the Sprite. Source code: plugins/weapon/WeaponPlugin.js (Line 360)

State#add

add : Phaser.GameObjectFactory A reference to the GameObjectFactory which can be used to add new objects to the World. Source code: core/State.js (Line 29)

Tile#faceBottom

faceBottom : boolean Is the bottom of this tile an interesting edge? Source code: tilemap/Tile.js (Line 104)

BitmapData#blendColorBurn()

blendColorBurn() → {Phaser.BitmapData} Sets the blend mode to 'color-burn' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2260)

State#physics

physics : Phaser.Physics A reference to the physics manager which looks after the different physics systems available within Phaser. Source code: core/State.js (Line 104)

Particles.Arcade.Emitter#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

SpriteBatch#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Graphics#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Physics.Ninja.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/ninja/Body.js (Line 106)