Physics.P2.Body#updateCollisionMask()

updateCollisionMask(shape) Updates the collisionMask. Parameters Name Type Argument Description shape p2.Shape <optional> An optional Shape. If not provided the collision group will be added to all Shapes in this Body. Source code: physics/p2/Body.js (Line 271)

MSPointer#pointerUpCallback

pointerUpCallback : Function A callback that can be fired on a MSPointerUp event. Source code: input/MSPointer.js (Line 54)

Sprite#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

TileSprite#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Rope#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Physics.P2#removeBody()

removeBody(body) → {Phaser.Physics.P2.Body} Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with. Parameters Name Type Description body Phaser.Physics.P2.Body The Body to remove from the World. Returns Phaser.Physics.P2.Body - The Body that was removed. Source code: physics/p2/World.js (Line 911)

Key#repeats

repeats : number If a key is held down this holds down the number of times the key has 'repeated'. Source code: input/Key.js (Line 88)

Keyboard#reset()

reset(hard) Resets all Keys. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will. Source code: input/Keyboard.js (Line 463)

QuadTree#getIndex()

getIndex(rect) → {number} Determine which node the object belongs to. Parameters Name Type Description rect Phaser.Rectangle | object The bounds in which to check. Returns number - index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node. Source code: math/QuadTree.js (Line 203)

Physics.P2#mpx()

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1777)