BitmapData#moveH()

moveH(distance, wrap) → {Phaser.BitmapData} Shifts the contents of this BitmapData horizontally. The image will wrap-around the sides if the wrap argument is true (the default). Parameters Name Type Argument Default Description distance integer The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right. wrap boolean <optional> true Wrap the content of the BitmapData. Returns Phaser.BitmapData - This Bitmap

Tilemap#dump()

dump() Dumps the tilemap data out to the console. Source code: tilemap/Tilemap.js (Line 1888)

BitmapData#getPixel32()

getPixel32(x, y) → {number} Get the color of a specific pixel including its alpha value.If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. Parameters Name Type Description x

Graphics#destroyCachedSprite()

destroyCachedSprite() Destroys a previous cached sprite. Inherited From PIXI.Graphics#destroyCachedSprite Source code: pixi/primitives/Graphics.js (Line 1173)

SpriteBatch#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Text#shadowBlur

shadowBlur : number The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene). Source code: gameobjects/Text.js (Line 2173)

Tilemap#setCollisionBetween()

setCollisionBetween(start, stop, collides, layer, recalculate) Sets collision on a range of tiles where the tile IDs increment sequentially.Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14.The collides parameter controls if collision will be enabled (true) or disabled (false). Parameters Name Type Argument Default Description start number The first index of the tile to be set for collision. stop number The last index

RetroFont#fixedWidth

fixedWidth : number If you need this RetroFont image to have a fixed width you can set the width in this value.If text is wider than the width specified it will be cropped off. Source code: gameobjects/RetroFont.js (Line 108)

Tilemap#getTileBelow()

getTileBelow(layer, x, y) Gets the tile below 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 1163)

TilemapParser.parse()

<static> parse(game, key, tileWidth, tileHeight, width, height) → {object} Parse tilemap data from the cache and creates data for a Tilemap object. Parameters Name Type Argument Default Description game Phaser.Game Game reference to the currently running game. key string The key of the tilemap in the Cache. tileWidth number <optional> 32 The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. tileHeigh