Loader#text()

text(key, url, overwrite) → {Phaser.Loader} Adds a Text file to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. Retrieve the file via Cache.getText(key) The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it. If

Particle#preUpdate()

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns boolean - True if the Sprite was rendered, otherwise false. Inherited From Phaser.Sprite#preUpdate Source code: gameobjects/Sprite.js (Line 107)

Utils.Debug#box2dBody()

box2dBody(sprite, color) Renders 'debug draw' data for the given Box2D body.This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine. Parameters Name Type Argument Default Description sprite Phaser.Sprite The sprite whos body will be rendered. color string <optional> 'rgb(0,255,0)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 828)

Rope#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Button#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Particle#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#width Source code: pixi/display/Sprite.js (Line 125)

Image#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

DeviceButton#buttonCode

buttonCode : number The buttoncode of this button if a Gamepad, or the DOM button event value if a Pointer. Source code: input/DeviceButton.js (Line 114)

Creature#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Physics#game

game : Phaser.Game Local reference to game. Source code: physics/Physics.js (Line 28)