Device#iPhone

iPhone : boolean Is running on iPhone? Source code: utils/Device.js (Line 462)

Keyboard#onUpCallback

onUpCallback : Function This callback is invoked every time a key is released. Source code: input/Keyboard.js (Line 63)

SoundManager#addSprite()

addSprite(key) → {Phaser.AudioSprite} Adds a new AudioSprite into the SoundManager. Parameters Name Type Description key string Asset key for the sound. Returns Phaser.AudioSprite - The new AudioSprite instance. Source code: sound/SoundManager.js (Line 564)

Bullet#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Text#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

TileSprite#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Component.BringToTop#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Source code: gameobjects/components/BringToTop.js (Line 66)

Physics.Arcade#overlap()

overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean} Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.Both the first and second parameter can be arrays of objects, of differing types.If two arrays are pass

Button#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Line.reflect()

<static> reflect(a, b) → {number} Returns the reflected angle between two lines.This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2. Parameters Name Type Description a Phaser.Line The base line. b Phaser.Line The line to be reflected from the base line. Returns number - The reflected angle in radians. Source code: geom/Line.js (Line 722)