Text#fontWeights

fontWeights :array An array of the font weights values as specified by addFontWeight. Source code: gameobjects/Text.js (Line 111)

TilemapLayer#renderSettings

renderSettings Settings that control standard (non-diagnostic) rendering. Properties: Name Type Argument Default Description enableScrollDelta boolean <optional> true Delta scroll rendering only draws tiles/edges as they come into view. This can greatly improve scrolling rendering performance, especially when there are many small tiles. It should only be disabled in rare cases. copyCanvas DOMCanvasElement <optional> <nullable> (auto) [Internal] If set, force u

Text#fontStyle

fontStyle : string The style of the font: 'normal', 'italic', 'oblique' Source code: gameobjects/Text.js (Line 1806)

Tilemap#addTilesetImage()

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) → {Phaser.Tileset} Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor. Parameters Name Type Argument Default Description tileset string The name of the tileset as specified in the map data. key string | Phaser.BitmapData <optional> The key of the Phaser.Cac

Physics.Ninja.Body#wasTouching

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results. Source code: physics/ninja/Body.js (Line 138)

Tilemap#searchTileIndex()

searchTileIndex(index, skip, reverse, layer) → {Phaser.Tile} Searches the entire map layer for the first tile matching the given index, then returns that Phaser.Tile object.If no match is found it returns null.The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column.If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left. Parameters Name Type Argument Default

Cache.MISSING

[static] MISSING : PIXI.Texture The default image used for a texture when the source image is missing. Source code: loader/Cache.js (Line 222)

Tilemap#copy()

copy(x, y, width, height, layer) → {array} Copies all of the tiles in the given rectangular block into the tilemap data buffer. Parameters Name Type Argument Description x integer X position of the top left of the area to copy (given in tiles, not pixels) y integer Y position of the top left of the area to copy (given in tiles, not pixels) width integer The width of the area to copy (given in tiles, not pixels) height integer The height of the area to copy (given in tiles, no

Camera.SHAKE_BOTH

[static] SHAKE_BOTH : number Source code: core/Camera.js (Line 213)

Tilemap#removeTile()

removeTile(x, y, layer) → {Phaser.Tile} Removes the tile located at the given coordinates and updates the collision data. Parameters Name Type Argument Description x number X position to place the tile (given in tile units, not pixels) y number Y position to place the tile (given in tile units, not pixels) layer number | string | Phaser.TilemapLayer <optional> The layer to modify. Returns Phaser.Tile - The Tile object that was removed from this map. Source code: tile