ArrayUtils.rotateLeft()

<static> rotateLeft(array) → {any} Moves the element from the start of the array to the end, shifting all items in the process.The "rotation" happens to the left. Before: [ A, B, C, D, E, F ]After: [ B, C, D, E, F, A ] See also Phaser.ArrayUtils.rotateRight Parameters Name Type Description array Array.<any> The array to rotate. The array is modified. Returns any - The rotated value. Source code: utils/ArrayUtils.js (Line 217)

FlexLayer#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

ScaleManager.RESIZE

[static] RESIZE : integer A scale mode that causes the Game size to change - see scaleMode. Source code: core/ScaleManager.js (Line 633)

Particles.Arcade.Emitter#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o

Physics.P2.BodyDebug#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

Rectangle#offsetPoint()

offsetPoint(point) → {Phaser.Rectangle} Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. Parameters Name Type Description point Phaser.Point A Point object to use to offset this Rectangle object. Returns Phaser.Rectangle - This Rectangle object. Source code: geom/Rectangle.js (Line 71)

World#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent

Physics.P2.Body#addPolygon()

addPolygon(options, points) → {boolean} Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes.This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly. Parameters Name Type Description options object An object containing the build options: Properties Name Type Argument Default Description optimalDecomp boo

BitmapData.getTransform()

<static> getTransform(translateX, translateY, scaleX, scaleY, skewX, skewY) → {object} Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform. Parameters Name Type Description translateX number The x translate value. translateY number The y translate value. scaleX number The scale x value. scaleY number The scale y value. skewX number The skew x value. skewY number The skew y value. Returns object - A JavaScript object containin

Device#mspointer

mspointer : boolean Is mspointer available? Source code: utils/Device.js (Line 242)