RetroFont.TEXT_SET3

[static] TEXT_SET3 : string Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 Source code: gameobjects/RetroFont.js (Line 217)

Physics.Arcade.Body#setSize()

setSize(width, height, offsetX, offsetY) You can modify the size of the physics Body to be any dimension you need.This allows you to make it smaller, or larger, than the parent Sprite.You can also control the x and y offset of the Body. This is the position of theBody relative to the top-left of the Sprite texture. For example: If you have a Sprite with a texture that is 80x100 in size,and you want the physics body to be 32x32 pixels in the middle of the texture, you would do: setSize(32, 32,

StateManager#add()

add(key, state, autoStart) Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.If a function is given a new state object will be created by calling it. Parameters Name Type Argument Default Description key string A unique key you use to reference this state, i.e. "MainMenu", "Level1". state Phaser.State | object | f

MSPointer#onPointerDown()

onPointerDown(event) The function that handles the PointerDown event. Parameters Name Type Description event PointerEvent The native DOM event. Source code: input/MSPointer.js (Line 193)

TilemapLayer#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

Device#pointerLock

pointerLock : boolean Is Pointer Lock available? Source code: utils/Device.js (Line 204)

World#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#left Source code: core/Group.js (Line 2761)

Physics.P2.InversePointProxy#InversePointProxy

new InversePointProxy(world, destination) A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set. Parameters Name Type Description world Phaser.Physics.P2 A reference to the P2 World. destination any The object to bind to. Source code: physics/p2/InversePointProxy.js (Line 15)

TilemapLayer#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

TilemapLayer#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)