Loader#atlasJSONHash()

atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlas this call expects the atlas data to be in a JSON Hash format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by p

World#shutdown()

shutdown() Destroyer of worlds. Source code: core/World.js (Line 158)

Game#input

input : Phaser.Input Reference to the input manager Source code: core/Game.js (Line 171)

Text#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Weapon#fireRate

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds. Source code: plugins/weapon/WeaponPlugin.js (Line 75)

Physics.Ninja.Circle#collideWorldBounds()

collideWorldBounds() Collides this Circle against the world bounds. Source code: physics/ninja/Circle.js (Line 207)

Physics.CHIPMUNK

[static] CHIPMUNK : number Source code: physics/Physics.js (Line 97)

Device#linux

linux : boolean Is running on linux? Source code: utils/Device.js (Line 130)

Physics.P2.PointProxy#my

my : number The x property of this PointProxy get and set in meters. Source code: physics/p2/PointProxy.js (Line 84)

Text#getBounds()

getBounds(matrix) → {Phaser.Rectangle} Returns the bounds of the Text as a rectangle.The bounds calculation takes the worldTransform into account. Parameters Name Type Description matrix Phaser.Matrix The transformation matrix of the Text. Returns Phaser.Rectangle - The framing rectangle Source code: gameobjects/Text.js (Line 1631)