Physics.P2.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Bodyafter setting this it will not proactively set them to collide with the bounds. Should th

Physics.P2.Body#setMaterial()

setMaterial(material, shape) Adds the given Material to all Shapes that belong to this Body.If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter. Parameters Name Type Argument Description material Phaser.Physics.P2.Material The Material that will be applied. shape p2.Shape <optional> An optional Shape. If not provided the Material will be added to all Shapes in this Body. Source code: physics/p2/Body.js (Line 1272)

Color.blendAverage()

<static> blendAverage(a, b) → {integer} Takes the average of the source and backdrop colors. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1045)

FlexLayer#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)

ScaleManager.USER_SCALE

[static] USER_SCALE : integer A scale mode that allows a custom scale factor - see scaleMode. Source code: core/ScaleManager.js (Line 641)

Texture#destroy()

destroy(destroyBase) Destroys this texture Parameters Name Type Description destroyBase Boolean Whether to destroy the base texture as well Source code: pixi/textures/Texture.js (Line 165)

World#bounds

bounds : Phaser.Rectangle The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.However 0,0 is actually the center of the world, and if you rotate or scale the world all o

Tilemap#forEach()

forEach(callback, context, x, y, width, height, layer) For each tile in the given area defined by x/y and width/height run the given callback. Parameters Name Type Argument Description callback number The callback. Each tile in the given area will be passed to this callback as the first and only parameter. context number The context under which the callback should be run. x number X position of the top left of the area to operate one, given in tiles, not pixels. y number Y po

TileSprite#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Physics.Ninja.AABB#AABB

new AABB(body, x, y, width, height) Ninja Physics AABB constructor.Note: This class could be massively optimised and reduced in size. I leave that challenge up to you. Parameters Name Type Description body Phaser.Physics.Ninja.Body The body that owns this shape. x number The x coordinate to create this shape at. y number The y coordinate to create this shape at. width number The width of this AABB. height number The height of this AABB. Source code: physics/ninja/AABB.js (Line 20