Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Math#sinCosGenerator()

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine table simultaneously and extremely quickly.The parameters allow you to specify the length, amplitude and frequency of the wave.This generator is fast enough to be used in real-time.Code based on research by Franky of scene.at Parameters Name Type Description length number The length of the wave sinAmplitude number The amplitude to apply to the sine table (default 1.0) if you need values b

Key#reset()

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time, and enables the key.In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks; a hard reset will. Source code: input/Key.js (Line 222)

Rectangle.inflatePoint()

<static> inflatePoint(a, point) → {Phaser.Rectangle} Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. Parameters Name Type Description a Phaser.Rectangle The Rectangle object. point Phaser.Point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object.

Sprite#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

Tilemap#fill()

fill(index, x, y, width, height, layer) Fills the given area with the specified tile. Parameters Name Type Argument Description index number The index of the tile that the area will be filled with. x number X position of the top left of the area to operate one, given in tiles, not pixels. y number Y position of the top left of the area to operate one, given in tiles, not pixels. width number The width in tiles of the area to operate on. height number The height in tiles o

Physics.P2.Body#angularForce

angularForce : number The angular force acting on the body. Source code: physics/p2/Body.js (Line 1671)

Math#minProperty()

minProperty() → {number} Variation of Math.min that can be passed a property and either an array of objects or the objects as parameters.It will find the lowest matching property value from the given objects. Returns number - The lowest value from those given. Source code: math/Math.js (Line 667)

Graphics#drawShape()

drawShape(shape) → {PIXI.GraphicsData} Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. Parameters Name Type Description shape Circle | Rectangle | Ellipse | Line | Polygon The Shape object to draw. Returns PIXI.GraphicsData - The generated GraphicsData object. Source code: pixi/primitives/Graphics.js (Line 1184)

Easing.Cubic#In()

In(k) → {number} Cubic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 94)