Utils.Debug#bodyInfo()

bodyInfo(sprite, x, y, color) Render a Sprites Physic Body information. Parameters Name Type Argument Default Description sprite Phaser.Sprite The sprite to be rendered. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 781)

Image#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Physics.P2.Body#applyDamping()

applyDamping(dt) Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details. Parameters Name Type Description dt number Current time step. Source code: physics/p2/Body.js (Line 516)

FlexLayer#callAllExists()

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not exist). After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. Parameters Name Type Argument Description callback string Name of the function on the children to call. existsValue boolean Only children with exists=existsValue will be called. parameter any <repeatable> Additio

Physics.P2.Body#toWorldFrame()

toWorldFrame(out, localPoint) Transform a local point to world frame. Parameters Name Type Description out Array The vector to store the result in. localPoint Array The input local vector. Source code: physics/p2/Body.js (Line 637)

Particle#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

SpriteBatch#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition

TilingSprite#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

Math.PI2

<static> PI2 Twice PI. Properties: Name Type Description Phaser.Math#PI2 number Default Value ~6.283 Source code: math/Math.js (Line 24)

ScaleManager#bounds

[readonly] bounds : Phaser.Rectangle The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height. Source code: core/ScaleManager.js (Line 342)