Bullet#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Particle#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

Sprite#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds

Button#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Sprite#getLocalBounds Source code: pixi/display/Sprite.js (Line 315)

ScaleManager#isGameLandscape

[readonly] isGameLandscape : boolean Returns true if the game dimensions are landscape (width > height).This is especially useful to check when using the RESIZE scale modebut wanting to maintain game orientation on desktop browsers,where typically the screen orientation will always be landscape regardless of the browser viewport. Source code: core/ScaleManager.js (Line 2380)

Bullet#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMax Source code: gameobjects/components/ScaleMinMax.js (Line 46)

SinglePad#destroy()

destroy() Destroys this object and associated callback references. Source code: input/SinglePad.js (Line 298)

Graphics#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

Graphics#drawPolygon()

drawPolygon(path) → {PIXI.Graphics} Draws a polygon using the given path. Parameters Name Type Description path Array | PhaserPolygon The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object. Returns PIXI.Graphics - Source code: pixi/primitives/Graphics.js (Line 598)

Touch#touchStartCallback

touchStartCallback : Function A callback that can be fired on a touchStart event. Source code: input/Touch.js (Line 47)