Sprite#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Particles.Arcade.Emitter#maxParticleScale

maxParticleScale : number The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX. Default Value 1 Source code: particles/arcade/Emitter.js (Line 75)

Device#electron

electron : boolean Is the game running under GitHub Electron? Source code: utils/Device.js (Line 100)

BaseTexture#width

[readonly] width : number [read-only] The width of the base texture set when the image has loaded Source code: pixi/textures/BaseTexture.js (Line 24)

Text#width

width : number The width of the Text. Setting this will modify the scale to achieve the value requested. Source code: gameobjects/Text.js (Line 2239)

Text#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Cache#addTilemap()

addTilemap(key, url, mapData, format) Add a new tilemap to the Cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. mapData object The tilemap data object (either a CSV or JSON file). format number The format of the tilemap data. Source code: loader/Cache.js (Line 407)

PluginManager#preUpdate()

preUpdate() Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).It only calls plugins who have active=true. Source code: core/PluginManager.js (Line 178)

Physics.Ninja.Circle#xw

[readonly] xw : number Half the width. Source code: physics/ninja/Circle.js (Line 50)

Rope#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)