FlexLayer#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Touch#onTouchLeave()

onTouchLeave(event) For touch enter and leave its a list of the touch points that have entered or left the target.Doesn't appear to be supported by most browsers on a canvas element yet. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 354)

Point#multiply()

multiply(x, y) → {Phaser.Point} Multiplies Point.x and Point.y by the given x and y values. Sometimes known as Scale. Parameters Name Type Description x number The value to multiply Point.x by. y number The value to multiply Point.x by. Returns Phaser.Point - This Point object. Useful for chaining method calls. Source code: geom/Point.js (Line 138)

FlexLayer#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

Bullet#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Inherited From Phaser.Component.Delta#deltaX Source code: gameobjects/components/Delta.js (Line 24)

TileSprite#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object 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 Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Bullet#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)

Bullet#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Sprite#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Circle.contains()

<static> contains(a, x, y) → {boolean} Return true if the given x/y coordinates are within the Circle object. Parameters Name Type Description a Phaser.Circle The Circle to be checked. x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this circle, otherwise false. Source code: geom/Circle.js (Line 458)