InputHandler#pointerTimeUp()

pointerTimeUp(pointerId) → {number} A timestamp representing when the Pointer left the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns number - Source code: input/InputHandler.js (Line 586)

Physics.Ninja.Tile#setType()

setType(id) Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body. Parameters Name Type Description id number The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. Source code: physics/ninja/Tile.js (Line 268)

Utils#Utils

new Utils() Source code: utils/Utils.js (Line 11)

FlexGrid#fitSprite()

fitSprite(sprite) Fits a sprites width to the bounds. Parameters Name Type Description sprite Phaser.Sprite The Sprite to fit. Source code: core/FlexGrid.js (Line 284)

Tilemap#createLayer()

createLayer(layer, width, height, group) → {Phaser.TilemapLayer} Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.The layer parameter is important. If you've created your map in Tiled then you can get this by looking in Tiled and looking at the Layer name.Or you can open the JSON file it exports and look at the layers[].name value. Either way it must match.If you wish to create a blank layer to put your own tiles on then see Tilemap.createBlankLayer. Parame

Signal#getNumListeners()

getNumListeners() → {integer} Gets the total number of listeners attached to this Signal. Returns integer - Number of listeners attached to the Signal. Source code: core/Signal.js (Line 369)

Component.Angle#Angle

new Angle() The Angle Component provides access to an angle property; the rotation of a Game Object in degrees. Source code: gameobjects/components/Angle.js (Line 12)

TilemapLayer#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Physics.P2#P2

new P2(game, config) This is your main access to the P2 Physics World.From here you can create materials, listen for events and add bodies into the physics simulation. Parameters Name Type Argument Description game Phaser.Game Reference to the current game instance. config object <optional> Physics configuration object passed in from the game constructor. Source code: physics/p2/World.js (Line 20)

Pointer#clientY

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). Source code: input/Pointer.js (Line 186)