Polygon#area

area : number The area of this Polygon. Source code: geom/Polygon.js (Line 29)

Physics.P2.Body#angle

angle : number The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90.If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't hav

Physics.Arcade.TilemapCollision#TilemapCollision

new TilemapCollision() The Arcade Physics Tile map collision methods. Source code: physics/arcade/TilemapCollision.js (Line 13)

Polygon#contains()

contains(x, y) → {boolean} Checks whether the x and y coordinates are contained within this polygon. 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 polygon, otherwise false. Source code: geom/Polygon.js (Line 134)

ScaleManager#onFullScreenError

onFullScreenError : Phaser.Signal This signal is dispatched when the browser fails to enter fullscreen mode;or if the device does not support fullscreen mode and startFullScreen is invoked. The signal is supplied with a single argument: scale (the ScaleManager). Source code: core/ScaleManager.js (Line 301)

Tween#yoyo()

yoyo(enable, yoyoDelay, index) → {Phaser.Tween} A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.Used in combination with repeat you can create endless loops.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to yoyo.If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.If you wish to y

GameObjectFactory#sprite()

sprite(x, y, key, frame, group) → {Phaser.Sprite} Create a new Sprite with specific position and sprite sheet key. At its most basic a Sprite consists of a set of coordinates and a texture that is used when rendered.They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. Parameters Name Type Argument De

FlexLayer#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent

Component.LifeSpan#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Default Value true Source code: gameobjects/components

Particles.Arcade.Emitter#multiplyAll()

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group. Group.multiplyAll('x', 2) will x2 the child.x value for each child. Parameters Name Type Description property string The property to multiply, for example 'body.velocity.x' or 'angle'. amount number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. checkAlive boolean If true the property will only be c