Group#total

[readonly] total : integer Total number of existing children in the group. Source code: core/Group.js (Line 2648)

Weapon#trackedPointer

trackedPointer : Phaser.Pointer The Pointer currently being tracked by the Weapon, if any.This is set via the Weapon.trackPointer method. Source code: plugins/weapon/WeaponPlugin.js (Line 341)

Device#dolby

dolby : boolean Can this device play EC-3 Dolby Digital Plus files? Source code: utils/Device.js (Line 416)

Particle#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Loader#spritesheet()

spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.Loader} Adds a Sprite Sheet to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equaldimensions and often in sequence. For example if the frame size is 32x32 then every fram

Component.Bounds#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Bullet#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

Loader#atlasJSONArray()

atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlasJSONHash this call expects the atlas data to be in a JSON Array format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data extern

BitmapText#BitmapText

new BitmapText(game, x, y, font, text, size, align) BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned tomatch the font structure. BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the abilityto use Web Fonts, however you trade this flexibility for rendering speed. You c

FlexLayer#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr