Component.Delta#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Source code: gameobjects/components/Delta.js (Line 24)

TileSprite#blendMode

blendMode : number The blend mode to be applied to the sprite Inherited From PIXI.TilingSprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/TilingSprite.js (Line 86)

Canvas.getSmoothingEnabled()

<static> getSmoothingEnabled(context) → {boolean} Returns true if the given context has image smoothing enabled, otherwise returns false. Parameters Name Type Description context CanvasRenderingContext2D The context to check for smoothing on. Returns boolean - True if the given context has image smoothing enabled, otherwise false. Source code: utils/Canvas.js (Line 242)

Image#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Game#sound

sound : Phaser.SoundManager Reference to the sound manager. Source code: core/Game.js (Line 196)

SpriteBatch#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Particle#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Particle#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

RetroFont#characterPerRow

characterPerRow : number The number of characters per row in the font set. Source code: gameobjects/RetroFont.js (Line 60)

Mouse#onMouseOutGlobal()

onMouseOutGlobal(event) The internal method that handles the mouse out event from the window. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 408)