TilemapLayer#getTileXY()

getTileXY(x, y, point) → {Phaser.Point | object} Convert a pixel coordinate to a tile coordinate. Parameters Name Type Description x number X position of the point in target tile (in pixels). y number Y position of the point in target tile (in pixels). point Phaser.Point | object The Point/object to update. Returns Phaser.Point | object - A Point/object with its x and y properties set. Source code: tilemap/TilemapLayer.js (Line 532)

BitmapData#ctx

ctx :CanvasRenderingContext2D A reference to BitmapData.context. Source code: gameobjects/BitmapData.js (Line 65)

Physics.P2.LockConstraint#LockConstraint

new LockConstraint(world, bodyA, bodyB, offset, angle, maxForce) Locks the relative position between two bodies. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. offset Array <optional> The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32]. angle number <optional> 0 The angl

Loader#progress

progress The rounded load progress percentage value (from 0 to 100). See Phaser.Loader#progressFloat. Properties: Type Description integer Source code: loader/Loader.js (Line 3060)

Plugin#hasPostRender

hasPostRender : boolean A flag to indicate if this plugin has a postRender method. Source code: core/Plugin.js (Line 69)

Camera#setBoundsToWorld()

setBoundsToWorld() Update the Camera bounds to match the game world. Source code: core/Camera.js (Line 643)

Cache#removeXML()

removeXML(key) Removes a xml object from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1807)

Line#y

[readonly] y : number Gets the y coordinate of the top left of the bounds around this line. Source code: geom/Line.js (Line 424)

Physics.Ninja.Tile#destroy()

destroy() Destroys this Tiles reference to Body and System. Source code: physics/ninja/Tile.js (Line 302)

Physics.P2.FixtureList#getGroup()

getGroup(groupID) Accessor to get a group of fixtures by its group index. Parameters Name Type Description groupID number The group index. Source code: physics/p2/FixtureList.js (Line 170)