Polygon#closed

closed : boolean Is the Polygon closed or not? Source code: geom/Polygon.js (Line 45)

Text#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapDatait can be useful to adjust the dimensions directly in this way. Parameters Name Type Description parent object The parent texture object that caused the resize, i.e. a Phaser.Video object. width integer The new width of the texture. height integer The new height of the

Device#arora

arora : boolean Set to true if running in Arora. Source code: utils/Device.js (Line 257)

Physics#Physics

new Physics(game, physicsConfig) The Physics Manager is responsible for looking after all of the running physics systems.Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin. Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game. For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use t

RenderTexture#trim

trim :Rectangle The texture trim data. Inherited From PIXI.Texture#trim Source code: pixi/textures/Texture.js (Line 63)

Text#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

Physics.Ninja.AABB#projAABB_Convex()

projAABB_Convex(x, y, obj, t) → {number} Resolves Convex tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB 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/AABB.js (Line 885)

Particles.Arcade.Emitter#onChildInputUp

onChildInputUp : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal,a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointeris still over the Sprite or not. Inherited From Phaser.Group#onChildIn

Particles.Arcade.Emitter#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: particles/arcade/Emitter.js (Line 45)

Particles.Arcade.Emitter#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent