Weapon#onKill

onKill : Phaser.Signal The onKill Signal is dispatched each time a Bullet that is in-flight is killed. This can be the resultof leaving the Weapon bounds, an expiring lifespan, or exceeding a specified distance.The callback is sent one argument: A reference to the bullet sprite itself. Source code: plugins/weapon/WeaponPlugin.js (Line 315)

ScaleManager#screenOrientation

[readonly] screenOrientation : string The last known orientation of the screen, as defined in the Window Screen Web API.See Phaser.DOM.getScreenOrientation for possible values. Source code: core/ScaleManager.js (Line 311)

SinglePad#axis()

axis(axisCode) → {number} Returns value of requested axis. Parameters Name Type Description axisCode number The index of the axis to check Returns number - Axis value if available otherwise false Source code: input/SinglePad.js (Line 432)

World#getIndex()

getIndex(child) → {integer} Get the index position of the given child in this group, which should match the child's z property. Parameters Name Type Description child any The child to get the index for. Returns integer - The index of the child or -1 if it's not a member of this group. Inherited From Phaser.Group#getIndex Source code: core/Group.js (Line 1029)

World#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

Particle#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

World#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

Bullet#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Sprite#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Source code: pixi/display/Sprite.js (Line 315)

Sprite#transformCallbackContext

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