Math#angleBetweenY()

angleBetweenY(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2). The difference between this method and Math.angleBetween is that this assumes the y coordinate travelsdown the screen. Parameters Name Type Description x1 number The x coordinate of the first value. y1 number The y coordinate of the first value. x2 number The x coordinate of the second value. y2 number The y coordinate of the second value. Returns number - The angle, in radians.

AnimationManager#frameData

[readonly] frameData : Phaser.FrameData The current animations FrameData. Source code: animation/AnimationManager.js (Line 436)

Pointer.NO_BUTTON

[static] NO_BUTTON : number No buttons at all. Source code: input/Pointer.js (Line 368)

Line#end

end : Phaser.Point The end point of the line. Source code: geom/Line.js (Line 32)

Input#totalInactivePointers

[readonly] totalInactivePointers : number The total number of inactive Pointers. Source code: input/Input.js (Line 1079)

Video#onComplete

onComplete : Phaser.Signal This signal is dispatched when the Video completes playback, i.e. enters an 'ended' state. On iOS specifically it also fires if the user hits the 'Done' button at any point during playback. Videos set to loop will never dispatch this signal. Source code: gameobjects/Video.js (Line 96)

Input#onHold

onHold : Phaser.Signal A Signal that is dispatched each time a pointer is held down. Source code: input/Input.js (Line 306)

Bullet#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Plugin#render()

render() Render is called right after the Game Renderer completes, but before the State.render.It is only called if visible is set to true. Source code: core/Plugin.js (Line 91)

global#HORIZONTAL

<constant> HORIZONTAL : integer A horizontal orientation Source code: Phaser.js (Line 304)