Cache#removeText()

removeText(key) Removes a text file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1702)

Math#wrapAngle()

wrapAngle(angle, radians) → {number} Keeps an angle value between -180 and +180; or -PI and PI if radians. Parameters Name Type Argument Default Description angle number The angle value to wrap radians boolean <optional> false Set to true if the angle is given in radians, otherwise degrees is expected. Returns number - The new angle value; will be the same as the input angle if it was within bounds. Source code: math/Math.js (Line 727)

Math#angleBetweenPoints()

angleBetweenPoints(point1, point2) → {number} Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). Parameters Name Type Description point1 Phaser.Point The first point. point2 Phaser.Point The second point. Returns number - The angle between the two points, in radians. Source code: math/Math.js (Line 439)

Math#wrapValue()

wrapValue(value, amount, max) → {number} Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. Values must be positive integers, and are passed through Math.abs. See Phaser.Math#wrap for an alternative. Parameters Name Type Description value number The value to add the amount to. amount number The amount to add to the value. max number The maximum the value is allowed to be. Returns number - The wrapped value. Source code

Creature#type

[readonly] type : number The const type of this object. Source code: gameobjects/Creature.js (Line 50)

Rope#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#bringToTop Source code: gameo

Particles.Arcade.Emitter#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

Physics.P2#getConstraints()

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of all current Constraints in the world.You will get an array of p2 constraints back. This can be of mixed types, for example the array may containPrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type. Returns array.<Phaser.Physics.P2.Constraint> - An array containing all current Constraints in the world. Source code: physics/p2/World.js (Line 1335)

Physics.P2#gravity

gravity : Phaser.Physics.P2.InversePointProxy The gravity applied to all bodies each step. Source code: physics/p2/World.js (Line 83)

FlexLayer#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)