Graphics#drawRoundedRect()

drawRoundedRect(x, y, width, height, radius) Parameters Name Type Description x Number The X coord of the top-left of the rectangle y Number The Y coord of the top-left of the rectangle width Number The width of the rectangle height Number The height of the rectangle radius Number Radius of the rectangle corners. In WebGL this must be a value between 0 and 9. Inherited From PIXI.Graphics#drawRoundedRect Source code: pixi/primitives/Graphics.js (Line 550)

ArraySet#setAll()

setAll(key, value) Sets the property key to the given value on all members of this list. Parameters Name Type Description key any The property of the item to set. value any The value to set the property to. Source code: utils/ArraySet.js (Line 138)

FlexLayer#countLiving()

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

TileSprite#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

BitmapText#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

InputHandler#InputHandler

new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite. Parameters Name Type Description sprite Phaser.Sprite The Sprite object to which this Input Handler belongs. Source code: input/InputHandler.js (Line 14)

DeviceButton#DeviceButton

new DeviceButton(parent, buttonCode) DeviceButtons belong to both Phaser.Pointer and Phaser.SinglePad (Gamepad) instances. For Pointers they represent the various buttons that can exist on mice and pens, such as the left button, right button,middle button and advanced buttons like back and forward. Access them via Pointer.leftbutton, Pointer.rightButton and so on. On Gamepads they represent all buttons on the pad: from shoulder buttons to action buttons. At the time of writing this there are

Line.intersects()

<static> intersects(a, b, asSegment, result) → {Phaser.Point} Checks for intersection between two lines.If asSegment is true it will check for segment intersection.If asSegment is false it will check for line intersection.Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.Adapted from code by Keith Hair Parameters Name Type Argument Default Description a Phaser.Line The first Line to be checked. b Phaser.Line The second Line to be

Utils.parseDimension()

<static> parseDimension(size, dimension) → {number} Get a unit dimension from a string. Parameters Name Type Description size string | number The size to parse. dimension number The window dimension to check. Returns number - The parsed dimension. Source code: utils/Utils.js (Line 118)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)