BitmapData#draw()

draw(source, x, y, width, height, blendMode, roundPx) → {Phaser.BitmapData} Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.When drawing it will take into account th

Key#ctrlKey

ctrlKey : boolean The down state of the CTRL key, if pressed at the same time as this key. Source code: input/Key.js (Line 57)

InputHandler#globalToLocalY()

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name Type Description y number Source code: input/InputHandler.js (Line 1542)

World#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

World#forEachAlive()

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to the c

Bullet#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

RetroFont#isTiling

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite. Inherited From PIXI.Texture#isTiling Source code: pixi/textures/Texture.js (Line 79)

Device#h264Video

h264Video : boolean Can this device play h264 mp4 video files? Source code: utils/Device.js (Line 430)

Graphics#lineStyle()

lineStyle(lineWidth, color, alpha) → {PIXI.Graphics} Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. Parameters Name Type Description lineWidth Number width of the line to draw, will update the objects stored style color Number color of the line to draw, will update the objects stored style alpha Number alpha of the line to draw, will update the objects stored style Returns PIXI.Graphics - Inherited F

Physics.Ninja.Circle#resolveCircleTile()

resolveCircleTile(x, y, oH, oV, obj, t) → {number} Resolves tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. oH number Grid / voronoi region. oV number Grid / voronoi region. obj Phaser.Physics.Ninja.Circle The Circle involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/Circle.js