Physics.Ninja.Body#render()

render(context, body, color, filled) Render Sprite's Body. Parameters Name Type Argument Default Description context object The context to render to. body Phaser.Physics.Ninja.Body The Body to render. color string <optional> 'rgba(0,255,0,0.4)' color of the debug shape to be rendered. (format is css color string). filled boolean <optional> true Render the shape as a filled (default, true) or a stroked (false) Source code: physics/ninja/Body.js (Line 548)

Input#setInteractiveCandidateHandler()

setInteractiveCandidateHandler(callback, context) Adds a callback that is fired every time Pointer.processInteractiveObjects is called.The purpose of processInteractiveObjects is to work out which Game Object the Pointer is going tointeract with. It works by polling all of the valid game objects, and then slowly discounting thosethat don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). Eventually a short-list of 'candidates' is created. These are all of

Bullet#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Image#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveDown Source

Physics.P2.Body#static

static : boolean Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic. Source code: physics/p2/Body.js (Line 1516)

FlexLayer#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Line#fromSprite()

fromSprite(startSprite, endSprite, useCenter) → {Phaser.Line} Sets the line to match the x/y coordinates of the two given sprites.Can optionally be calculated from their center coordinates. Parameters Name Type Argument Default Description startSprite Phaser.Sprite The coordinates of this Sprite will be set to the Line.start point. endSprite Phaser.Sprite The coordinates of this Sprite will be set to the Line.start point. useCenter boolean <optional> false If true it w

FlexLayer#rotation

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself by modifying its rotation.This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#rotation Source code: core/Group.js (Line 2987)

Image#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Sprite#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMax Source code: gameobjects/components/ScaleMinMax.js (Line 46)