Bullet#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

GameObjectCreator#graphics()

graphics(x, y) → {Phaser.Graphics} Creates a new Graphics object. Parameters Name Type Argument Default Description x number <optional> 0 X position of the new graphics object. y number <optional> 0 Y position of the new graphics object. Returns Phaser.Graphics - The newly created graphics object. Source code: gameobjects/GameObjectCreator.js (Line 236)

GameObjectCreator#bitmapText()

bitmapText(x, y, font, text, size, align) → {Phaser.BitmapText} Create a new BitmapText object. BitmapText objects work by taking a texture file and an XML file that describes the font structure.It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned tomatch the font structure. BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the abilityto use Web Fonts. However you trade this fl

Utils.Debug#text()

text(text, x, y, color, font) Render a string of text. Parameters Name Type Argument Description text string The line of text to draw. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> Color of the debug info to be rendered (format is css color string). font string <optional> The font of text to draw. Source code: utils/Debug.js (Line 676)

TileSprite#getBounds()

getBounds() → {Rectangle} Returns the framing rectangle of the sprite as a PIXI.Rectangle object Returns Rectangle - the framing rectangle Inherited From PIXI.TilingSprite#getBounds Source code: pixi/extras/TilingSprite.js (Line 417)

GameObjectCreator#spriteBatch()

spriteBatch(parent, name, addToStage) → {Phaser.SpriteBatch} Create a new SpriteBatch. Parameters Name Type Argument Default Description parent any The parent Group or DisplayObjectContainer that will hold this group, if any. name string <optional> 'group' A name for this Group. Not used internally but useful for debugging. addToStage boolean <optional> false If set to true this Group will be added directly to the Game.Stage instead of Game.World. Returns Phas

GameObjectCreator#rope()

rope(x, y, width, height, key, frame) → {Phaser.Rope} Creates a new Rope object. Parameters Name Type Description x number The x coordinate (in world space) to position the Rope at. y number The y coordinate (in world space) to position the Rope at. width number The width of the Rope. height number The height of the Rope. key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the TileSprite during rendering. It can be a string whic

CanvasRenderer#height

height : number The height of the canvas view Default Value 600 Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 78)

Physics.Ninja.Tile#integrate()

integrate() Updates this objects position. Source code: physics/ninja/Tile.js (Line 135)

Ellipse#toString()

toString() → {string} Returns a string representation of this object. Returns string - A string representation of the instance. Source code: geom/Ellipse.js (Line 177)