Text#shadowStroke

shadowStroke : boolean Sets if the drop shadow is applied to the Text stroke. Source code: gameobjects/Text.js (Line 2195)

Particles.Arcade.Emitter#customSort()

customSort(sortHandler, context) Sort the children in the group according to custom sort function. The sortHandler is provided the two parameters: the two children involved in the comparison (a and b).It should return -1 if a > b, 1 if a < b or 0 if a === b. Parameters Name Type Argument Description sortHandler function The custom sort function. context object <optional> The context in which the sortHandler is called. Inherited From Phaser.Group#customSort Source code:

Particle#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

Easing#Easing

new Easing() A collection of easing methods defining ease-in and ease-out curves. Source code: tween/Easing.js (Line 14)

TilemapLayer#resize()

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so don't bind it to a window resize event! But instead call it at carefullyselected times. Be aware that no validation of the new sizes takes place and the current map scroll coordinates are notmodified either. You will have to handle both of these things from your game code if required. Parameters Name Type Description width number The new width of the TilemapLayer hei

TilemapLayer#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

BitmapData#render()

render() → {Phaser.BitmapData} If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.If you wish to suppress this functionality set BitmapData.disableTextureUpload to true. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2004)

Device#epiphany

epiphany : boolean Set to true if running in Epiphany. Source code: utils/Device.js (Line 275)

Device#silk

silk : boolean Set to true if running in the Silk browser (as used on the Amazon Kindle) Source code: utils/Device.js (Line 359)

InputHandler#snapX

snapX : number When a Sprite has snapping enabled this holds the width of the snap grid. Source code: input/InputHandler.js (Line 105)