Math#smoothstep()

smoothstep(x, min, max) → {float} Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep Parameters Name Type Description x float The input value. min float The left edge. Should be smaller than the right edge. max float The right edge. Returns float - A value between 0 and 1. Source code: math/Math.js (Line 1102)

Text#setText()

setText(text, immediate) → {Phaser.Text} The text to be displayed by this Text object.Use a \n to insert a carriage return and split the text.The text will be rendered with any style currently set. Use the optional immediate argument if you need the Text display to update immediately. If not it will re-create the texture of this Text object during the next time the renderloop is called. Parameters Name Type Argument Default Description text string <optional> The text to be display

Physics.Arcade.Body#setCircle()

setCircle(radius, offsetX, offsetY) Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.The radius is given in pixels and is the distance from the center of the circle to the edge. You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite. To change a Body back to being rectangular again call Body.setSize. Note: Circular collision only happens with other Arcade Physics bodies, it does

TimerEvent#callback

callback : Function The callback that will be called when the TimerEvent occurs. Source code: time/TimerEvent.js (Line 60)

BitmapData#add()

add(object) → {Phaser.BitmapData} Updates the given objects so that they use this BitmapData as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 393)

Point.rotate()

<static> rotate(a, x, y, angle, asDegrees, distance) → {Phaser.Point} Rotates a Point object, or any object with exposed x/y properties, around the given coordinates bythe angle specified. If the angle between the point and coordinates was 45 deg and the angle argumentis 45 deg then the resulting angle will be 90 deg, as the angle argument is added to the current angle. The distance allows you to specify a distance constraint for the rotation between the point and thecoordinates. If no

TileSprite#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)

Rectangle#offset()

offset(dx, dy) → {Phaser.Rectangle} Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. Parameters Name Type Description dx number Moves the x value of the Rectangle object by this amount. dy number Moves the y value of the Rectangle object by this amount. Returns Phaser.Rectangle - This Rectangle object. Source code: geom/Rectangle.js (Line 55)

Graphics#postUpdate()

postUpdate() Automatically called by World Source code: gameobjects/Graphics.js (Line 117)

Particles.Arcade.Emitter#multiplyAll()

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group. Group.multiplyAll('x', 2) will x2 the child.x value for each child. Parameters Name Type Description property string The property to multiply, for example 'body.velocity.x' or 'angle'. amount number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. checkAlive boolean If true the property will only be c