Cache.MISSING

[static] MISSING : PIXI.Texture The default image used for a texture when the source image is missing. Source code: loader/Cache.js (Line 222)

Tilemap#searchTileIndex()

searchTileIndex(index, skip, reverse, layer) → {Phaser.Tile} Searches the entire map layer for the first tile matching the given index, then returns that Phaser.Tile object.If no match is found it returns null.The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column.If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left. Parameters Name Type Argument Default

Physics.Ninja.Body#wasTouching

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results. Source code: physics/ninja/Body.js (Line 138)

Tilemap#addTilesetImage()

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) → {Phaser.Tileset} Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor. Parameters Name Type Argument Default Description tileset string The name of the tileset as specified in the map data. key string | Phaser.BitmapData <optional> The key of the Phaser.Cac

Text#fontStyle

fontStyle : string The style of the font: 'normal', 'italic', 'oblique' Source code: gameobjects/Text.js (Line 1806)

InputHandler#downPoint

downPoint : Phaser.Point A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite. Source code: input/InputHandler.js (Line 207)

State#shutdown()

shutdown() This method will be called when the State is shutdown (i.e. you switch to another state from this one). Source code: core/State.js (Line 221)

Particle#onEmit()

onEmit() Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required. Source code: gameobjects/Particle.js (Line 102)

Frame#x

x : number X position within the image to cut from. Source code: animation/Frame.js (Line 29)

BitmapData#blendDestinationOut()

blendDestinationOut() → {Phaser.BitmapData} Sets the blend mode to 'destination-out' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2130)