Weapon#killAll()

killAll() → {Phaser.Weapon} Calls Bullet.kill on every in-flight bullet in this Weapon.Also re-enables their physics bodies, should they have been disabled via pauseAll. Returns Phaser.Weapon - This Weapon instance. Source code: plugins/weapon/WeaponPlugin.js (Line 541)

Stage#preUpdate()

preUpdate() This is called automatically after the plugins preUpdate and before the State.update.Most objects have preUpdate methods and it's where initial movement and positioning is done. Source code: core/Stage.js (Line 138)

Graphics#boundsPadding

boundsPadding : number The bounds' padding used for bounds calculation. Source code: pixi/primitives/Graphics.js (Line 96)

Button#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Point.subtract()

<static> subtract(a, b, out) → {Phaser.Point} Subtracts the coordinates of two points to create a new point. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 511)

World#resize()

resize(width, height) Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height. Parameters Name Type Description width number New width of the game world in pixels. height number New height of the game world in pixels. Source code: core/World.js (Line 125)

Physics.P2.FixtureList#getFixtures()

getFixtures(keys) Accessor to get either a list of specified fixtures by key or the whole fixture list Parameters Name Type Description keys array A list of fixture keys Source code: physics/p2/FixtureList.js (Line 123)

FlexLayer#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

TilemapLayer#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Button#setOverSound()

setOverSound(sound, marker) The Sound to be played when a Pointer moves over this Button. Parameters Name Type Argument Description sound Phaser.Sound | Phaser.AudioSprite The Sound that will be played. marker string <optional> A Sound Marker that will be used in the playback. Source code: gameobjects/Button.js (Line 422)