TilemapLayer#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

TweenManager#create()

create(object) → {Phaser.Tween} Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. Parameters Name Type Description object object Object the tween will be run on. Returns Phaser.Tween - The newly created tween object. Source code: tween/TweenManager.js (Line 203)

Bullet#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Text#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Bullet#Bullet

new Bullet(game, x, y, key, frame) Create a new Bullet object. Bullets are used by the Phaser.Weapon class, and are normal Sprites,with a few extra properties in the data object to handle Weapon specific features. Parameters Name Type Description game Phaser.Game A reference to the currently running game. x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at. key string | Phaser.RenderTexture | Ph

Circle#contains()

contains(x, y) → {boolean} Return true if the given x/y coordinates are within this Circle object. Parameters Name Type Description 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 192)

Gamepad#isDown()

isDown(buttonCode) → {boolean} Returns true if the button is currently pressed down, on ANY gamepad. Parameters Name Type Description buttonCode number The buttonCode of the button to check for. Returns boolean - True if a button is currently down. Source code: input/Gamepad.js (Line 457)

TilemapParser.getEmptyData()

<static> getEmptyData() → {object} Returns an empty map data object. Returns object - Generated map data. Source code: tilemap/TilemapParser.js (Line 135)

Rope#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

TweenData#start()

start() → {Phaser.TweenData} Starts the Tween running. Returns Phaser.TweenData - This Tween object. Source code: tween/TweenData.js (Line 239)