World#sendToBack()

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below all other children. Parameters Name Type Description child any The child to send to the bottom of this group. Returns any - The child that was moved. Inherited From Phaser.Group#sendToBack Source code: core/Group.js (Line 926)

Graphics#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

BitmapData#blendSourceOver()

blendSourceOver() → {Phaser.BitmapData} Sets the blend mode to 'source-over' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2052)

Math#distance()

distance(x1, y1, x2, y2) → {number} Returns the euclidian distance between the two given set of coordinates. Parameters Name Type Description x1 number y1 number x2 number y2 number Returns number - The distance between the two sets of coordinates. Source code: math/Math.js (Line 970)

BitmapData#textureLine()

textureLine(line, image, repeat) → {Phaser.BitmapData} Takes the given Line object and image and renders it to this BitmapData as a repeating texture line. Parameters Name Type Argument Default Description line Phaser.Line A Phaser.Line object that will be used to plot the start and end of the line. image string | Image The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image. repeat string <optional> 'repeat-x' The pattern repeat

Color.HSLColorWheel()

<static> HSLColorWheel(s, l) → {array} Get HSL color wheel values in an array which will be 360 elements in size. Parameters Name Type Argument Default Description s number <optional> 0.5 The saturation, in the range 0 - 1. l number <optional> 0.5 The lightness, in the range 0 - 1. Returns array - An array containing 360 elements corresponding to the HSL color wheel. Source code: utils/Color.js (Line 735)

Physics.P2#pxm()

pxm(v) → {number} Convert pixel value to p2 physics scale (meters).By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1792)

Circle#contains()

contains(x, y) → {boolean} Return true if the given x/y coordinates are within this Circle object. Parameters Name Type Description x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this circle, otherwise false. Source code: geom/Circle.js (Line 192)

FlexLayer#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Easing.Quadratic#In()

In(k) → {number} Ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - k^2. Source code: tween/Easing.js (Line 45)