Text#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)

Point#clone()

clone(output) → {Phaser.Point} Creates a copy of the given Point. Parameters Name Type Argument Description output Phaser.Point <optional> Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 216)

Point.subtract()

<static> subtract(a, b, out) → {Phaser.Point} Subtracts the coordinates of two points to create a new point. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 511)

Component.Delta#Delta

new Delta() The Delta component provides access to delta values between the Game Objects current and previous position. Source code: gameobjects/components/Delta.js (Line 12)

InputHandler#snapOnDrag

snapOnDrag : boolean When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not. Source code: input/InputHandler.js (Line 93)

Text#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Time#suggestedFps

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated if Time.advancedTiming is enabled. Note: This is not available until after a few frames have passed; until thenit's set to the same value as desiredFps. Source code: time/Time.js (Line 149)

Particles.Arcade.Emitter#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Math#distanceSq()

distanceSq(x1, y1, x2, y2) → {number} Returns the euclidean distance squared between the two given set ofcoordinates (cuts out a square root operation before returning). Parameters Name Type Description x1 number y1 number x2 number y2 number Returns number - The distance squared between the two sets of coordinates. Source code: math/Math.js (Line 989)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)