World#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

TilemapLayer#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

Sprite#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Bullet#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Timer#length

[readonly] length : number The number of pending events in the queue. Source code: time/Timer.js (Line 699)

TileSprite#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

Tween#chainedTween

chainedTween : Phaser.Tween If this Tween is chained to another this holds a reference to it. Source code: tween/Tween.js (Line 130)

FlexLayer#resize()

resize() Resize. Source code: core/FlexLayer.js (Line 93)

Tween#chain()

chain(tweens) → {Phaser.Tween} This method allows you to chain tweens together. Any tween chained to this tween will have its Tween.start method calledas soon as this tween completes. If this tween never completes (i.e. repeatAll or loop is set) then the chain will never progress.Note that Tween.onComplete will fire when this tween completes, not when the whole chain completes.For that you should listen to onComplete on the final tween in your chain. If you pass multiple tweens to this method

Sprite#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)