Component.PhysicsBody.preUpdate()

<static> preUpdate() The PhysicsBody component preUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/PhysicsBody.js (Line 21)

Pointer#swapTarget()

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting. Note that even if you set a new Target here, it is still able to be replaced by any other validtarget during the next Pointer update. Parameters Name Type Argument Default Description newTarget Phaser.InputHandler The new target for this Pointer. Note this is an InputHandler, so don't pass a Sprit

LoaderParser.xmlBitmapFont()

<static> xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing) → {object} Parse a Bitmap Font from an XML file. Parameters Name Type Argument Default Description xml object XML data you want to parse. baseTexture PIXI.BaseTexture The BaseTexture this font uses. xSpacing number <optional> 0 Additional horizontal spacing between the characters. ySpacing number <optional> 0 Additional vertical spacing between the characters. Returns object - The pars

global#BUTTON

<constant> BUTTON : integer Game Object type. Source code: Phaser.js (Line 101)

Particle#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

Creature#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)

Group.RETURN_NONE

[static] RETURN_NONE : integer A returnType value, as specified in iterate eg. Source code: core/Group.js (Line 304)

Tile#resetCollision()

resetCollision() Reset collision status flags. Source code: tilemap/Tile.js (Line 256)

Physics.P2.Body#collidesWith

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source code: physics/p2/Body.js (Line 112)

Ellipse#setTo()

setTo(x, y, width, height) → {Phaser.Ellipse} Sets the members of the Ellipse to the specified values. Parameters Name Type Description x number The X coordinate of the upper-left corner of the framing rectangle of this ellipse. y number The Y coordinate of the upper-left corner of the framing rectangle of this ellipse. width number The overall width of this ellipse. height number The overall height of this ellipse. Returns Phaser.Ellipse - This Ellipse object. Source code: g