CanvasRenderer#game

game :PhaserGame Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 15)

FrameData#clone()

clone() → {Phaser.FrameData} Makes a copy of this FrameData including copies (not references) to all of the Frames it contains. Returns Phaser.FrameData - A clone of this object, including clones of the Frame objects it contains. Source code: animation/FrameData.js (Line 107)

Text#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

TileSprite#canvasBuffer

canvasBuffer :PIXICanvasBuffer The CanvasBuffer object that the tiled texture is drawn to. Inherited From PIXI.TilingSprite#canvasBuffer Source code: pixi/extras/TilingSprite.js (Line 95)

Color.blendReflect()

<static> blendReflect(a, b) → {integer} Reflect blend mode. This mode is useful when adding shining objects or light zones to images. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1318)

Frame#x

x : number X position within the image to cut from. Source code: animation/Frame.js (Line 29)

Particle#onEmit()

onEmit() Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required. Source code: gameobjects/Particle.js (Line 102)

State#shutdown()

shutdown() This method will be called when the State is shutdown (i.e. you switch to another state from this one). Source code: core/State.js (Line 221)

InputHandler#downPoint

downPoint : Phaser.Point A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite. Source code: input/InputHandler.js (Line 207)

TilemapLayer#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)