Tile#centerX

centerX Properties: Name Type Description width number The width of the tile in pixels. Source code: tilemap/Tile.js (Line 74)

Texture#height

height : number The height of the Texture in pixels. Source code: pixi/textures/Texture.js (Line 120)

Game#canvas

canvas :HTMLCanvasElement A handy reference to renderer.view, the canvas that the game is being rendered in to. Source code: core/Game.js (Line 246)

TilingSprite#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Source code: pixi/extras/TilingSprite.js (Line 517)

Group#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Tilemap#currentLayer

currentLayer : number The current layer. Source code: tilemap/Tilemap.js (Line 145)

Device#canPlayAudio()

canPlayAudio(type) → {boolean} Check whether the host environment can play audio. Parameters Name Type Description type string One of 'mp3, 'ogg', 'm4a', 'wav', 'webm' or 'opus'. Returns boolean - True if the given file type is supported by the browser, otherwise false. Source code: utils/Device.js (Line 1250)

Component.LoadTexture#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Source code: gameobjects/components/LoadTexture.js (Line 232)

Component.InWorld#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Tilemap#layer

layer : number | string | Phaser.TilemapLayer The current layer object. Type number | string | Phaser.TilemapLayer Source code: tilemap/Tilemap.js (Line 1947)