Physics.Arcade#sortDirection

sortDirection : number Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT. Source code: physics/arcade/World.js (Line 62)

Line#pointOnLine()

pointOnLine(x, y) → {boolean} Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment. Parameters Name Type Description x number The line to check against this one. y number The line to check against this one. Returns boolean - True if the point is on the line, false if not. Source code: geom/Line.js (Line 224)

Physics#arcade

arcade : Phaser.Physics.Arcade The Arcade Physics system. Source code: physics/Physics.js (Line 38)

Text#shadowOffsetY

shadowOffsetY : number The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. Source code: gameobjects/Text.js (Line 2129)

Physics.Ninja.Circle#destroy()

destroy() Destroys this Circle's reference to Body and System Source code: physics/ninja/Circle.js (Line 2612)

Rope#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

Weapon.KILL_DISTANCE

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically kills the bullets after theyexceed the bulletDistance from their original firing position. Source code: plugins/weapon/WeaponPlugin.js (Line 403)

Weapon#fireLimit

fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his the Weapon.onFireLimit Signal is dispatched.You can reset the shot counter via Weapon.resetShots. Source code: plugins/weapon/WeaponPlugin.js (Line 69)

Physics.P2.BodyDebug#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Weapon.KILL_CAMERA_BOUNDS

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Camera.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 417)