Physics.P2#setImpactEvents()

setImpactEvents(state) Impact event handling is disabled by default. Enable it before any impact events will be dispatched.In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks. Parameters Name Type Description state boolean Set to true to enable impact events, or false to disable. Source code: physics/p2/World.js (Line 393)

Component.Animation#Animation

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play method. Source code: gameobjects/components/Animation.js (Line 12)

Creature#isPlaying

isPlaying : boolean Is the current animation playing? Source code: gameobjects/Creature.js (Line 443)

Rectangle.containsRaw()

<static> containsRaw(rx, ry, rw, rh, x, y) → {boolean} Determines whether the specified coordinates are contained within the region defined by the given raw values. Parameters Name Type Description rx number The x coordinate of the top left of the area. ry number The y coordinate of the top left of the area. rw number The width of the area. rh number The height of the area. x number The x coordinate of the point to test. y number The y coordinate of the point to test. Re

Particle#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)

World#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

World#height

height : number Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions. Source code: core/World.js (Line 268)

Rectangle.size()

<static> size(a, output) → {Phaser.Point} The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. Parameters Name Type Argument Description a Phaser.Rectangle The Rectangle object. output Phaser.Point <optional> Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. Returns Phaser.Point - The size of the Rectangle object Sourc

Group#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Source code: core/Group.js (Line 2326)

Input#pollRate

pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on. Source code: input/Input.js (Line 58)