LoaderParser.xmlBitmapFont()

<static> xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing) → {object} Parse a Bitmap Font from an XML file. Parameters Name Type Argument Default Description xml object XML data you want to parse. baseTexture PIXI.BaseTexture The BaseTexture this font uses. xSpacing number <optional> 0 Additional horizontal spacing between the characters. ySpacing number <optional> 0 Additional vertical spacing between the characters. Returns object - The pars

Pointer#swapTarget()

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting. Note that even if you set a new Target here, it is still able to be replaced by any other validtarget during the next Pointer update. Parameters Name Type Argument Default Description newTarget Phaser.InputHandler The new target for this Pointer. Note this is an InputHandler, so don't pass a Sprit

Component.PhysicsBody.preUpdate()

<static> preUpdate() The PhysicsBody component preUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/PhysicsBody.js (Line 21)

Pointer#screenY

screenY : number The vertical coordinate of the Pointer relative to the screen. Source code: input/Pointer.js (Line 206)

SignalBinding#isBound()

isBound() → {boolean} Returns boolean - True if binding is still bound to the signal and has a listener. Source code: core/SignalBinding.js (Line 146)

Texture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Source code: pixi/textures/Texture.js (Line 87)

Creature#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

World#right

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#right Source code: core/Group.js (Line 2789)

RandomDataGenerator#state()

state(state) → {string} Gets or Sets the state of the generator. This allows you to retain the valuesthat the generator is using between games, i.e. in a game save file. To seed this generator with a previously saved state you can pass it as theseed value in your game config, or call this method directly after Phaser has booted. Call this method with no parameters to return the current state. If providing a state it should match the same format that this methodreturns, which is a string with

QuadTree#populate()

populate(group) Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property. Parameters Name Type Description group Phaser.Group The Group to add to the quadtree. Source code: math/QuadTree.js (Line 103)