Text#padding

padding : Phaser.Point Specify a padding value which is added to the line width and height when calculating the Text size.ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions. Source code: gameobjects/Text.js (Line 73)

Physics.Ninja.Body#circle

circle : Phaser.Physics.Ninja.Circle The Circle object this body is using for collision. Source code: physics/ninja/Body.js (Line 64)

Physics.P2.Body#addToWorld()

addToWorld() Adds this physics body to the world. Source code: physics/p2/Body.js (Line 904)

Text#textBounds

[readonly] textBounds : Phaser.Rectangle The textBounds property allows you to specify a rectangular region upon which text alignment is based.See Text.setTextBounds for more details. Source code: gameobjects/Text.js (Line 81)

Rope#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)

TilemapLayer#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Physics.Ninja.AABB#projAABB_67DegB()

projAABB_67DegB(x, y, obj, t) → {number} Resolves 67 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 834)

Rectangle#union()

union(b, out) → {Phaser.Rectangle} Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles. Parameters Name Type Argument Description b Phaser.Rectangle The second Rectangle object. out Phaser.Rectangle <optional> Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. Returns Phaser.Rectangle - A Re

Component.ScaleMinMax#ScaleMinMax

new ScaleMinMax() The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent. Source code: gameobjects/components/ScaleMinMax.js (Line 12)

Creature#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)