BitmapData#getFirstPixel()

getFirstPixel(direction) → {object} Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0).It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties. The direction parameter controls from which direction it should start the scan: 0 = top to bottom1 = bottom to top2 = left to right3 = right to left Parameters Name Type Argument Default Des

World#centerY

[readonly] centerY : number Gets the Y position corresponding to the center point of the world. Source code: core/World.js (Line 306)

World#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

World#moveAll()

moveAll(group, silent) → {Phaser.Group} Moves all children from this Group to the Group given. Parameters Name Type Argument Default Description group Phaser.Group The new Group to which the children will be moved to. silent boolean <optional> false If true the children will not dispatch the onAddedToGroup event for the new Group. Returns Phaser.Group - The Group to which all the children were moved. Inherited From Phaser.Group#moveAll Source code: core/Group.js (L

Mouse.FORWARD_BUTTON

[static] FORWARD_BUTTON : number Source code: input/Mouse.js (Line 196)

Pointer.FORWARD_BUTTON

[static] FORWARD_BUTTON : number The X2 button. This is typically the mouse Forward button, but is often reconfigured.On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register. Source code: input/Pointer.js (Line 405)

TileSprite#stopScroll()

stopScroll() Stops an automatically scrolling TileSprite. Source code: gameobjects/TileSprite.js (Line 166)

Group#length

[readonly] length : integer Total number of children in this group, regardless of exists/alive status. Source code: core/Group.js (Line 2665)

global#BITMAPTEXT

<constant> BITMAPTEXT : integer Game Object type. Source code: Phaser.js (Line 136)

Particle#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)