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

Text#shadowBlur

shadowBlur : number The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene). Source code: gameobjects/Text.js (Line 2173)

SpriteBatch#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Graphics#destroyCachedSprite()

destroyCachedSprite() Destroys a previous cached sprite. Inherited From PIXI.Graphics#destroyCachedSprite Source code: pixi/primitives/Graphics.js (Line 1173)

Text#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

TilemapLayer#getTileX()

getTileX(x) → {integer} Convert a pixel value to a tile coordinate. Parameters Name Type Description x number X position of the point in target tile (in pixels). Returns integer - The X map location of the tile. Source code: tilemap/TilemapLayer.js (Line 502)