TileSprite#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Image#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)

BitmapText#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Creature#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

CanvasRenderer#autoResize

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

Graphics#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

InputHandler#justReleased()

justReleased(pointerId, delay) → {boolean} Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second) Parameters Name Type Argument Default Description pointerId integer <optional> 0 delay number The time below which the pointer is considered as just out. Returns boolean - Source code: input/InputHandler.js (Line 1326)

Bullet#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)

Physics.Arcade#moveToXY()

moveToXY(displayObject, x, y, speed, maxTime) → {number} Move the given display object towards the x/y coordinates at a steady velocity.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target. If the target changes location during transit the display obje

Text#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)