Loader.PHYSICS_LIME_CORONA_JSON

[static] PHYSICS_LIME_CORONA_JSON : number Source code: loader/Loader.js (Line 322)

global#UP

<constant> UP : integer Direction constant. Source code: Phaser.js (Line 80)

Line#Line

new Line(x1, y1, x2, y2) Creates a new Line object with a start and an end point. Parameters Name Type Argument Default Description x1 number <optional> 0 The x coordinate of the start of the line. y1 number <optional> 0 The y coordinate of the start of the line. x2 number <optional> 0 The x coordinate of the end of the line. y2 number <optional> 0 The y coordinate of the end of the line. Source code: geom/Line.js (Line 17)

FlexGrid#reset()

reset() Resets the layer children references Source code: core/FlexGrid.js (Line 218)

Particles.Arcade.Emitter#x

x : number Gets or sets the x position of the Emitter. Source code: particles/arcade/Emitter.js (Line 919)

GameObjectFactory#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Button. The coordinate is relative to any parent container this button may be in. y number <optional> 0 The y coordinate of the Button. The coordinate is relative to any parent container this button may be in. key string <optional&g

Physics.P2.BodyDebug#create()

create(x, y, key, frame, exists, index) → {DisplayObject} Creates a new Phaser.Sprite object and adds it to the top of this group. Use classType to change the type of object created. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created o

Tile#faceLeft

faceLeft : boolean Is the left of this tile an interesting edge? Source code: tilemap/Tile.js (Line 109)

Text#tabs

tabs : integer | array The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.Can be an integer or an array of varying tab sizes, one tab per element.For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels.If you set tabs to be [100,200] then it will set the first tab at 100px and the second at 200px. Type integer | array Source code: gameobjects/Text.js (Line 1919)

GraphicsData#GraphicsData

new GraphicsData() A GraphicsData object. Source code: pixi/primitives/GraphicsData.js (Line 1)