Tile#faceLeft

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

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

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