TilemapLayer#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

Cache#updateFrameData()

updateFrameData(key, frameData, cache) Replaces a set of frameData with a new Phaser.FrameData object. Parameters Name Type Argument Default Description key string The unique key by which you will reference this object. frameData number The new FrameData. cache integer <optional> Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. Source code: loader/Cache.js (Line 1517)

Keyboard#addKeys()

addKeys(keys) → {object} A practical way to create an object containing user selected hotkeys. For example, addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } ); would return an object containing properties (up, down, left and right) referring to Phaser.Key object. Parameters Name Type Description keys object A key mapping object, i.e. { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S } or { 'up': 52, 'down': 53 }. Returns

FlexLayer#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

Key#upDuration()

upDuration(duration) → {boolean} Returns true if the Key was pressed down within the duration value given, or false if it either isn't down,or was pressed down longer ago than then given duration. Parameters Name Type Argument Default Description duration number <optional> 50 The duration within which the key is considered as being just released. Given in ms. Returns boolean - True if the key was released within the given duration. Source code: input/Key.js (Line 269)

Utils.parseDimension()

<static> parseDimension(size, dimension) → {number} Get a unit dimension from a string. Parameters Name Type Description size string | number The size to parse. dimension number The window dimension to check. Returns number - The parsed dimension. Source code: utils/Utils.js (Line 118)

Bullet#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Keyboard#createCursorKeys()

createCursorKeys() → {object} Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right. Returns object - An object containing properties: up, down, left and right of Phaser.Key objects. Source code: input/Keyboard.js (Line 208)

Key#reset()

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time, and enables the key.In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks; a hard reset will. Source code: input/Key.js (Line 222)

Keyboard#addKeyCapture()

addKeyCapture(keycode) By default when a key is pressed Phaser will not stop the event from propagating up to the browser.There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. The addKeyCapture method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browserand cause the default browser behavior. Pass in either a single keycode or an array/hash of keycodes. Parameters Name Type Description key