Cache.XML

[static] XML : number Source code: loader/Cache.js (Line 190)

BitmapData#drawFull()

drawFull(parent, blendMode, roundPx) → {Phaser.BitmapData} Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children. If a child has an exists property then it (and its children) will be only be drawn if exists is true. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapDatathey won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match t

Text#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Pointer#isDown

isDown : boolean If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to true.If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown. Source code: input/Pointer.js (Line 255)

StateManager#onResizeCallback

onResizeCallback : Function This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width and height. Source code: core/StateManager.js (Line 118)

Physics.P2#emitImpactEvent

emitImpactEvent : boolean Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance. Source code: physics/p2/World.js (Line 1994)

Mouse#wheelDelta

wheelDelta : number The direction of the last mousewheel usage 1 for up -1 for down. Source code: input/Mouse.js (Line 82)

Circle#x

x : number The x coordinate of the center of the circle. Source code: geom/Circle.js (Line 26)

Text#canvas

canvas :HTMLCanvasElement The canvas element that the text is rendered. Source code: gameobjects/Text.js (Line 86)

Plugin#destroy()

destroy() Clear down this Plugin and null out references Source code: core/Plugin.js (Line 107)