Sprite#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

Sprite#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Particles.Arcade.Emitter#update()

update() Called automatically by the game loop, decides when to launch particles and when to "die". Source code: particles/arcade/Emitter.js (Line 266)

Cache#checkTextKey()

checkTextKey(key) → {boolean} Checks if the given key exists in the Text Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 876)

Text#cssFont

cssFont : string Change the font used. This is equivalent of the font property specified to setStyle, exceptthat unlike using setStyle this will not change any current font fill/color settings. The CSS font string can also be individually altered with the font, fontSize, fontWeight, fontStyle, and fontVariant properties. Source code: gameobjects/Text.js (Line 1682)

Sprite#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Physics.Ninja.AABB#collideAABBVsTile()

collideAABBVsTile(tile) Collides this AABB against a Tile. Parameters Name Type Description tile Phaser.Physics.Ninja.Tile The Tile to collide against. Source code: physics/ninja/AABB.js (Line 408)

TilemapParser.getEmptyData()

<static> getEmptyData() → {object} Returns an empty map data object. Returns object - Generated map data. Source code: tilemap/TilemapParser.js (Line 135)

Tileset#name

name : string The name of the Tileset. Source code: tilemap/Tileset.js (Line 33)

Graphics#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)