Frame#distance

distance : number The distance from the top left to the bottom-right of this Frame. Source code: animation/Frame.js (Line 64)

TilemapLayer#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

RenderTexture#noFrame

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited From PIXI.Texture#noFrame Source code: pixi/textures/Texture.js (Line 28)

SpriteBatch#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Group#physicsType Source code: core/Group.js (Line 86)

QuadTree#QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level) A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.Original version at https://github.com/timohausmann/quadtree-js/ Parameters Name Type Argument Default Description x number The top left coordinate of the quadtree. y number Th

Sprite#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)

Cache#checkBitmapFontKey()

checkBitmapFontKey(key) → {boolean} Checks if the given key exists in the BitmapFont 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 941)

Timer#running

[readonly] running : boolean True if the Timer is actively running. Do not modify this boolean - use pause (and resume) to pause the timer. Source code: time/Timer.js (Line 39)

Bullet#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

FlexLayer#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)