Bullet#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Loader#withSyncPoints()

withSyncPoints(callback, callbackContext) → {Phaser.Loader} Add a synchronization point to the assets/files added within the supplied callback. A synchronization point denotes that an asset must be completely loaded beforesubsequent assets can be loaded. An asset marked as a sync-point does not need to waitfor previous assets to load (unless they are sync-points). Resources, such as packs, may stillbe downloaded around sync-points, as long as they do not finalize loading. Parameters Name Typ

Bullet#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

Physics.P2#onConstraintAdded

onConstraintAdded : Phaser.Signal This signal is dispatched when a Constraint is added to the World. It sends 1 argument: constraint which is the Phaser.Physics.P2.Constraint that was added to the world. Source code: physics/p2/World.js (Line 133)

Color.updateColor()

<static> updateColor(out) → {number} Takes a color object and updates the rgba, color and color32 properties. Parameters Name Type Description out object The color object to update. Returns number - A native color value integer (format: 0xAARRGGBB). Source code: utils/Color.js (Line 465)

Physics.Arcade#OVERLAP_BIAS

OVERLAP_BIAS : number A value added to the delta values during collision checks. Source code: physics/arcade/World.js (Line 51)

TilemapLayer#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Physics.Ninja.AABB#projAABB_Full()

projAABB_Full(x, y, obj, t) → {number} Resolves Full tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 491)

Plugin#parent

parent :any The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null. Source code: core/Plugin.js (Line 27)

Physics.Ninja.AABB#reportCollision()

reportCollision(px, py, dx, dy) Process a collision partner-agnostic collision response and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 128)