BitmapData#blendHardLight()

blendHardLight() → {Phaser.BitmapData} Sets the blend mode to 'hard-light' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2273)

Particles.Arcade.Emitter#width

width : number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted. Source code: particles/arcade/Emitter.js (Line 887)

Bullet#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.P2.BodyDebug#z

[readonly] z : integer The z-depth value of this object within its parent container/Group - the World is a Group as well.This value must be unique for each child in a Group. Inherited From Phaser.Group#z Source code: core/Group.js (Line 57)

InputHandler#disableSnap()

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source code: input/InputHandler.js (Line 1642)

Particle#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#bringToTop Source code: gameo

Particle#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Sprite#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Cache#addBinary()

addBinary(key, binaryData) Add a binary object in to the cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. binaryData object The binary object to be added to the cache. Source code: loader/Cache.js (Line 424)

Math#fuzzyLessThan()

fuzzyLessThan(a, b, epsilon) → {boolean} a is fuzzyLessThan b if it is less than b + epsilon. Parameters Name Type Argument Default Description a number The first number to compare. b number The second number to compare. epsilon number <optional> 0.0001 The epsilon (a small value used in the calculation) Returns boolean - True if a<b+epsilon Source code: math/Math.js (Line 57)