Particles.Arcade.Emitter#left

[readonly] left : number Gets the left position of the Emitter. Source code: particles/arcade/Emitter.js (Line 951)

Gamepad#setDeadZones()

setDeadZones() Sets the deadZone variable for all four gamepads Source code: input/Gamepad.js (Line 373)

TilemapLayer#getRayCastTiles()

getRayCastTiles(line, stepRate, collides, interestingFace) → {Array.<Phaser.Tile>} Gets all tiles that intersect with the given line. Parameters Name Type Argument Default Description line Phaser.Line The line used to determine which tiles to return. stepRate integer <optional> (rayStepRate) How many steps through the ray will we check? Defaults to rayStepRate. collides boolean <optional> false If true, only return tiles that collide on one or more faces. in

Cache.JSON

[static] JSON : number Source code: loader/Cache.js (Line 184)

Device#cancelFullscreen

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it. Source code: utils/Device.js (Line 518)

Device#macOS

macOS : boolean Is running on macOS? Source code: utils/Device.js (Line 136)

AbstractFilter#dirty

dirty : boolean Source code: pixi/filters/AbstractFilter.js (Line 32)

BitmapText#tint

tint : number The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF) Source code: gameobjects/BitmapText.js (Line 557)

Physics.Ninja.AABB#projAABB_Concave()

projAABB_Concave(x, y, obj, t) → {number} Resolves Concave tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 935)

GameObjectCreator#filter()

filter(filter) → {Phaser.Filter} A WebGL shader/filter that can be applied to Sprites. Parameters Name Type Description filter string The name of the filter you wish to create, for example HueRotate or SineWave. any Whatever parameters are needed to be passed to the filter init function. Returns Phaser.Filter - The newly created Phaser.Filter object. Source code: gameobjects/GameObjectCreator.js (Line 407)