Filter#uniforms

uniforms : Object Default uniform mappings. Compatible with ShaderToy and GLSLSandbox. Source code: core/Filter.js (Line 72)

global#LEFT_TOP

<constant> LEFT_TOP : integer A constant representing a left-top alignment or position. Source code: Phaser.js (Line 409)

BitmapData#frameData

frameData : Phaser.FrameData The FrameData container this BitmapData uses for rendering. Source code: gameobjects/BitmapData.js (Line 135)

Particles.Arcade.Emitter#top

[readonly] top : number Gets the top position of the Emitter. Source code: particles/arcade/Emitter.js (Line 977)

Image#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

BitmapText#textHeight

[readonly] textHeight : number The height in pixels of the overall text area, taking into consideration multi-line text. Source code: gameobjects/BitmapText.js (Line 87)

TilemapParser.parse()

<static> parse(game, key, tileWidth, tileHeight, width, height) → {object} Parse tilemap data from the cache and creates data for a Tilemap object. Parameters Name Type Argument Default Description game Phaser.Game Game reference to the currently running game. key string The key of the tilemap in the Cache. tileWidth number <optional> 32 The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. tileHeigh

Tilemap#getTileBelow()

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces. Parameters Name Type Description layer number The local layer index to get the tile from. Can be determined by Tilemap.getLayer(). x number The x coordinate to get the tile from. In tiles, not pixels. y number The y coordinate to get the tile from. In tiles, not pixels. Source code: tilemap/Tilemap.js (Line 1163)

RetroFont#fixedWidth

fixedWidth : number If you need this RetroFont image to have a fixed width you can set the width in this value.If text is wider than the width specified it will be cropped off. Source code: gameobjects/RetroFont.js (Line 108)

Tilemap#setCollisionBetween()

setCollisionBetween(start, stop, collides, layer, recalculate) Sets collision on a range of tiles where the tile IDs increment sequentially.Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14.The collides parameter controls if collision will be enabled (true) or disabled (false). Parameters Name Type Argument Default Description start number The first index of the tile to be set for collision. stop number The last index