Physics.P2#createParticle()

createParticle(x, y, mass, addToWorld, options, points) Creates a new Particle and adds it to the World. Parameters Name Type Argument Default Description x number The x coordinate of Body. y number The y coordinate of Body. mass number The mass of the Body. A mass of 0 means a 'static' Body is created. addToWorld boolean <optional> false Automatically add this Body to the world? (usually false as it won't have any shapes on construction). options object A

Physics.P2.FixtureList#getFixtureByKey()

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters Name Type Description key string The key of the fixture. Source code: physics/p2/FixtureList.js (Line 158)

Line#setTo()

setTo(x1, y1, x2, y2) → {Phaser.Line} Sets the components of the Line to the specified values. Parameters Name Type Argument Default Description x1 number <optional> 0 The x coordinate of the start of the line. y1 number <optional> 0 The y coordinate of the start of the line. x2 number <optional> 0 The x coordinate of the end of the line. y2 number <optional> 0 The y coordinate of the end of the line. Returns Phaser.Line - This line object

Easing.Exponential#In()

In(k) → {number} Exponential ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 295)

BitmapData#clear()

clear(x, y, width, height) → {Phaser.BitmapData} Clears the BitmapData context using a clearRect. You can optionally define the area to clear.If the arguments are left empty it will clear the entire canvas. You may need to call BitmapData.update after this in order to clear out the pixel data,but Phaser will not do this automatically for you. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the area to clear. y number &

Create#texture()

texture(key, data, pixelWidth, pixelHeight, palette) → {PIXI.Texture} Generates a new PIXI.Texture from the given data, which can be applied to a Sprite. This allows you to create game graphics quickly and easily, with no external files but that use actual proper imagesrather than Phaser.Graphics objects, which are expensive to render and limited in scope. Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts. For example: v

Group#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Texture.fromCanvas()

<static> fromCanvas(canvas, scaleMode) → {PIXI.Texture} Helper function that creates a new a Texture based on the given canvas element. Parameters Name Type Description canvas Canvas The canvas element source of the texture scaleMode Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values Returns PIXI.Texture - Source code: pixi/textures/Texture.js (Line 249)

global#displayList()

displayList(displayObject) Call this function from the Dev Tools console. It will scan the display list and output all of the Objects it finds, and their renderOrderIDs. Note Requires a browser that supports console.group and console.groupEnd (such as Chrome) Parameters Name Type Argument Description displayObject Object <optional> The displayObject level display object to start from. Defaults to the World. Source code: utils/Debug.js (Line 844)

BaseTexture#mipmap

mipmap : boolean Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is usedAlso the texture must be a power of two size to work Source code: pixi/textures/BaseTexture.js (Line 86)