FlexLayer#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

World#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

Math#angleBetween()

angleBetween(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2). Parameters Name Type Description x1 number The x coordinate of the first value. y1 number The y coordinate of the first value. x2 number The x coordinate of the second value. y2 number The y coordinate of the second value. Returns number - The angle, in radians. Source code: math/Math.js (Line 404)

Bullet#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

Physics.Arcade.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up.If you need to disable a Body entirely, use body.enable = false, this will also disable motion.If you need to disable just collision and/or overlap checks, but retain motion, set checkCollision.none = true. An object containing allowed collision. Source code: physics/

Point#Point

new Point(x, y) A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.The following code creates a point at (0,0):var myPoint = new Phaser.Point();You can also use them as 2D Vectors and you'll find different vector related methods in this class. Parameters Name Type Argument Default Description x number <optional> 0 The horizontal position of this Point. y number <optional>

TileSprite#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

TileSprite#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Physics.Ninja.Circle#height

[readonly] height : number The height. Source code: physics/ninja/Circle.js (Line 68)

Math#floorTo()

floorTo(value, place, base) → {number} Floors to some place comparative to a base, default is 10 for decimal place.The place is represented by the power applied to base to get that place. Parameters Name Type Argument Default Description value number The value to round. place number <optional> 0 The place to round to. base number <optional> 10 The base to round in. Default is 10 for decimal. Returns number - The rounded value. Source code: math/Math.js (Li