Physics.P2.PointProxy#x

x : number The x property of this PointProxy get and set in pixels. Source code: physics/p2/PointProxy.js (Line 24)

Ellipse#setTo()

setTo(x, y, width, height) → {Phaser.Ellipse} Sets the members of the Ellipse to the specified values. Parameters Name Type Description x number The X coordinate of the upper-left corner of the framing rectangle of this ellipse. y number The Y coordinate of the upper-left corner of the framing rectangle of this ellipse. width number The overall width of this ellipse. height number The overall height of this ellipse. Returns Phaser.Ellipse - This Ellipse object. Source code: g

Particle#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

global#BUTTON

<constant> BUTTON : integer Game Object type. Source code: Phaser.js (Line 101)

LoaderParser.xmlBitmapFont()

<static> xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing) → {object} Parse a Bitmap Font from an XML file. Parameters Name Type Argument Default Description xml object XML data you want to parse. baseTexture PIXI.BaseTexture The BaseTexture this font uses. xSpacing number <optional> 0 Additional horizontal spacing between the characters. ySpacing number <optional> 0 Additional vertical spacing between the characters. Returns object - The pars

Texture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Source code: pixi/textures/Texture.js (Line 87)

Creature#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Pointer#target

target :any The target property of the Pointer as set by the DOM event when this Pointer is started. Source code: input/Pointer.js (Line 61)

WebGLRenderer#width

width : number The width of the canvas view Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 81)

global#ANGLE_RIGHT

<constant> ANGLE_RIGHT : integer The Angle (in degrees) a Game Object needs to be set to in order to face right. Source code: Phaser.js (Line 353)