Tilemap#getTileRight()

getTileRight(layer, x, y) Gets the tile to the right of the tile coordinates given.Mostly used as an internal function by calculateFaces. Parameters Name Type Description layer number The local layer index to get the tile from. Can be determined by Tilemap.getLayer(). x number The x coordinate to get the tile from. In tiles, not pixels. y number The y coordinate to get the tile from. In tiles, not pixels. Source code: tilemap/Tilemap.js (Line 1203)

Plugin#game

game : Phaser.Game A reference to the currently running game. Source code: core/Plugin.js (Line 22)

Tween#isRunning

isRunning : boolean If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state or waiting to start are considered as being running. Source code: tween/Tween.js (Line 113)

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

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

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)

Game#stepCount

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