Particle#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)

Particle#reset()

reset(x, y, health) → {Phaser.Particle} Resets the Particle. This places the Particle at the given x/y world coordinates and thensets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.If the Particle has a physics body that too is reset. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at.

Utils.Debug#dirty

dirty : boolean Does the canvas need re-rendering? Source code: utils/Debug.js (Line 92)

BitmapText#maxWidth

maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then the lines will be automatically wrappedbased on the last whitespace character found in the line. If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored. Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels. Source code: gameobjects/BitmapText.js (Line 648)

Particles.Arcade.Emitter#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)

Line#right

[readonly] right : number Gets the right-most point of this line. Source code: geom/Line.js (Line 450)

Device#webApp

webApp : boolean Set to true if running as a WebApp, i.e. within a WebView Source code: utils/Device.js (Line 353)

Group#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Source code: core/Group.js (Line 2682)

Component.Core#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

BaseTexture#scaleMode

scaleMode : number The scale mode to apply when scaling this texture Default Value PIXI.scaleModes.LINEAR Source code: pixi/textures/BaseTexture.js (Line 42)