Physics.Arcade#moveToPointer()

moveToPointer(displayObject, speed, pointer, maxTime) → {number} Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target.

State#resumed()

resumed() This method will be called when the core game loop resumes from a paused state. Source code: core/State.js (Line 205)

Weapon#resumeAll()

resumeAll() → {Phaser.Weapon} Sets Body.enable to true on each bullet in this Weapon.This has the effect of resuming their motion should they be in-flight.It also enables them for collision checks again. Returns Phaser.Weapon - This Weapon instance. Source code: plugins/weapon/WeaponPlugin.js (Line 525)

Video#onTimeout

onTimeout : Phaser.Signal This signal is dispatched if when asking for permission to use the webcam no response is given within a the Video.timeout limit.This may be because the user has picked Not now in the permissions window, or there is a delay in establishing the LocalMediaStream. Source code: gameobjects/Video.js (Line 113)

Physics.Arcade#velocityFromAngle()

velocityFromAngle(angle, speed, point) → {Phaser.Point} Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. Parameters Name Type Argument Default Description angle number The angle in degrees calculated in clockwise positive direction (down = 90

Button#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

World#checkAll()

checkAll(key, value, checkAlive, checkVisible, force) Quickly check that the same property across all children of this group is equal to the given value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children. Parameters Name Type Argument Default Description key string The property, as a string, to be set. For example: 'body.velocity.x' value any The value that will be checked. checkAli

World#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Button#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Group#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)