Text#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Pointer#clientY

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). Source code: input/Pointer.js (Line 186)

Physics.Ninja.Body#Body

new Body(system, sprite, type, id, radius, x, y, width, height) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, bounce values etc all on the Body. Parameters Name Type Argument Default Description system Phaser.Physics.Ninja The physics system this Body belongs to. sprite Phaser.Sprite The Sprite object this physics body belongs to. type number <opt

InputHandler#allowHorizontalDrag

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally. Default Value true Source code: input/InputHandler.js (Line 69)

Canvas.setUserSelect()

<static> setUserSelect(canvas, value) → {HTMLCanvasElement} Sets the user-select property on the canvas style. Can be used to disable default browser selection actions. Parameters Name Type Argument Description canvas HTMLCanvasElement The canvas to set the touch action on. value string <optional> The touch action to set. Defaults to 'none'. Returns HTMLCanvasElement - The source canvas. Source code: utils/Canvas.js (Line 85)

Sprite#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#width Source code: pixi/display/Sprite.js (Line 125)

Loader#headers

headers : Object Used to map the application mime-types to to the Accept header in XHR requests.If you don't require these mappings, or they cause problems on your server, thenremove them from the headers object and the XHR request will not try to use them. This object can also be used to set the X-Requested-With header toXMLHttpRequest (or any other value you need). To enable this do: this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader. The XHR loader will

Math#mapLinear()

mapLinear(x, a1, a2, b1, b2) → {number} Linear mapping from range to range Parameters Name Type Description x number The value to map a1 number First endpoint of the range a2 number Final endpoint of the range b1 number First endpoint of the range b2 number Final endpoint of the range Returns number - Source code: math/Math.js (Line 1085)

Canvas.getSmoothingPrefix()

<static> getSmoothingPrefix(context) → {string | null} Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set. Parameters Name Type Description context CanvasRenderingContext2D The context to enable or disable the image smoothing on. Returns string | null - Returns the smoothingEnabled vendor prefix, or null if not set on the context. Source code: utils/Canvas.js (Line 217)

Text#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)