BaseTexture#height

[readonly] height : number [read-only] The height of the base texture set when the image has loaded Source code: pixi/textures/BaseTexture.js (Line 33)

Color.blendGlow()

<static> blendGlow(a, b) → {integer} Glow blend mode. This mode is a variation of reflect mode with the source and backdrop colors swapped. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1331)

Particle#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)

WebGLRenderer#updateTexture()

updateTexture(texture) → {Boolean} Updates and Creates a WebGL texture for the renderers context. Parameters Name Type Description texture PIXI.Texture the texture to update Returns Boolean - True if the texture was successfully bound, otherwise false. Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 341)

Particle#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Physics#Physics

new Physics(game, physicsConfig) The Physics Manager is responsible for looking after all of the running physics systems.Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin. Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game. For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use t

Text#strokeColors

strokeColors :array An array of the stroke color values as specified by addStrokeColor. Source code: gameobjects/Text.js (Line 101)

Sprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Rectangle#topRight

topRight : Phaser.Point The location of the Rectangles top right corner as a Point object. The location of the Rectangles top left corner as a Point object. Source code: geom/Rectangle.js (Line 718)

Particles.Arcade.Emitter#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group 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 Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth