InputHandler#snapPoint

snapPoint : Phaser.Point If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event. Source code: input/InputHandler.js (Line 212)

Circle#toString()

toString() → {string} Returns a string representation of this object. Returns string - a string representation of the instance. Source code: geom/Circle.js (Line 245)

RenderTexture#height

height : number The height of the render texture Inherited From PIXI.RenderTexture#height Source code: pixi/textures/RenderTexture.js (Line 45)

Physics.Ninja.AABB#projAABB_67DegS()

projAABB_67DegS(x, y, obj, t) → {number} Resolves 67 Degree 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 755)

RandomDataGenerator#between()

between(min, max) → {number} Returns a random integer between and including min and max.This method is an alias for RandomDataGenerator.integerInRange. Parameters Name Type Description min number The minimum value in the range. max number The maximum value in the range. Returns number - A random number between min and max. Source code: math/RandomDataGenerator.js (Line 198)

Cache#hasFrameData()

hasFrameData(key, cache) → {boolean} Check if the FrameData for the given key exists in the Image Cache. Parameters Name Type Argument Default Description key string Asset key of the frame data to retrieve from the Cache. cache integer <optional> Phaser.Cache.IMAGE The cache to search for the item in. Returns boolean - True if the given key has frameData in the cache, otherwise false. Source code: loader/Cache.js (Line 1501)

Physics.P2.Spring#Spring

new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. restLength number <optional> 1 Rest length of the spring. A number > 0. stiffness

FlexLayer#createMultiple()

createMultiple(quantity, key, frame, exists) → {array} Creates multiple Phaser.Sprite objects and adds them to the top of this Group. This method is useful if you need to quickly generate a pool of sprites, such as bullets. Use classType to change the type of object created. You can provide an array as the key and / or frame arguments. When you do thisit will create quantity Sprites for every key (and frame) in the arrays. For example: createMultiple(25, ['ball', 'carrot']) In the above code

Signal#add()

add(listener, listenerContext, priority, args) → {Phaser.SignalBinding} Add an event listener for this signal. An event listener is a callback with a related context and priority. You can optionally provide extra arguments which will be passed to the callback after any internal parameters. For example: Phaser.Key.onDown when dispatched will send the Phaser.Key object that caused the signal as the first parameter.Any arguments you've specified after priority will be sent as well: fireButton.on

Events#onKilled

onKilled : Phaser.Signal This signal is dispatched when the Game Object is killed.This happens when Sprite.kill() is called.Please understand the difference between kill and destroy by looking at their respective methods.It is sent one argument:{any} The Game Object that was killed. Source code: gameobjects/components/Events.js (Line 119)