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)

TilemapLayer#getTileY()

getTileY(y) → {integer} Convert a pixel value to a tile coordinate. Parameters Name Type Description y number Y position of the point in target tile (in pixels). Returns integer - The Y map location of the tile. Source code: tilemap/TilemapLayer.js (Line 517)

InputHandler#reset()

reset() Resets the Input Handler and disables it. Source code: input/InputHandler.js (Line 382)

Text#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

BitmapData#canvas

canvas :HTMLCanvasElement The canvas to which this BitmapData draws. Source code: gameobjects/BitmapData.js (Line 54)

Text#crop()

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly. Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,or by modifying cropRect property directly and then calling updateCrop. The rectangle object given to this method can be either a Phaser.R

TilemapLayer#rayStepRate

rayStepRate : integer When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance. Default Value 4 Source code: tilemap/TilemapLayer.js (Line 174)

Text#updateShadow()

updateShadow(state) Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.This is called automatically by Text.updateText. Parameters Name Type Description state boolean If true the shadow will be set to the Style values, otherwise it will be set to zero. Source code: gameobjects/Text.js (Line 652)

Text#fontWeight

fontWeight : string The weight of the font: 'normal', 'bold', or a valid CSS font weight. Source code: gameobjects/Text.js (Line 1785)