Component.Health#heal

heal Heal the Game Object. This adds the given amount of health to the health property. Source code: gameobjects/components/Health.js (Line 90)

Color.hexToRGB()

<static> hexToRGB(hex) → {number} Converts a hex string into an integer color value. Parameters Name Type Description hex string The hex string to convert. Can be in the short-hand format #03f or #0033ff. Returns number - The rgb color value in the format 0xAARRGGBB. Source code: utils/Color.js (Line 545)

World#top

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#top Source code: core/Group.js (Line 2817)

Text#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Camera#roundPx

roundPx : boolean If a Camera has roundPx set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set this to false to disable this from happening. Default Value true Source code: core/Camera.js (Line 71)

Loader#atlasXML()

atlasXML(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. This call expects the atlas data to be in the Starling XML data 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 providing a URL

Canvas.create()

<static> create(parent, width, height, id, skipPool) → {HTMLCanvasElement} Creates a canvas DOM element. The element is not automatically added to the document. Parameters Name Type Argument Default Description parent object The object that will own the canvas that is created. width number <optional> 256 The width of the canvas element. height number <optional> 256 The height of the canvas element.. id string <optional> (none) If specified, and n

Game#stepCount

[readonly] stepCount : number When stepping is enabled this contains the current step cycle. Source code: core/Game.js (Line 296)

TilemapLayer#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

TilemapLayer#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)