Component.PhysicsBody#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Particles.Arcade.Emitter#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

Color.getAlpha()

<static> getAlpha(color) → {number} Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255. Parameters Name Type Description color number In the format 0xAARRGGBB. Returns number - The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)). Source code: utils/Color.js (Line 930)

ScaleManager#leaveIncorrectOrientation

leaveIncorrectOrientation : Phaser.Signal This signal is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation. This is signaled from preUpdate (or pauseUpdate) even when the game is paused. Source code: core/ScaleManager.js (Line 221)

Particles.Arcade.Emitter#getByName()

getByName(name) → {any} Searches the Group for the first instance of a child with the nameproperty matching the given argument. Should more than one child havethe same name only the first instance is returned. Parameters Name Type Description name string The name to search for. Returns any - The first child with a matching name, or null if none were found. Inherited From Phaser.Group#getByName Source code: core/Group.js (Line 1042)

Particles.Arcade.Emitter#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

Particles.Arcade.Emitter#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

Particles.Arcade.Emitter#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)

ScaleManager#screenOrientation

[readonly] screenOrientation : string The last known orientation of the screen, as defined in the Window Screen Web API.See Phaser.DOM.getScreenOrientation for possible values. Source code: core/ScaleManager.js (Line 311)

Touch#onTouchStart()

onTouchStart(event) The internal method that handles the touchstart event from the browser. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 247)