Graphics#blendMode

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode. Inherited From PIXI.Graphics#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/primitives/Graphics.js (Line 61)

Camera#focusOn()

focusOn(displayObject) Move the camera focus on a display object instantly. Parameters Name Type Description displayObject any The display object to focus the camera on. Must have visible x/y properties. Source code: core/Camera.js (Line 335)

Circle#getBounds()

getBounds() → {Phaser.Rectangle} Returns the framing rectangle of the circle as a Phaser.Rectangle object. Returns Phaser.Rectangle - The bounds of the Circle. Source code: geom/Circle.js (Line 97)

Particles.Arcade.Emitter#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)

Physics.P2#createDistanceConstraint()

createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint} Creates a constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. distance number The distance to keep between the bodies. localAnchorA Array

Physics.P2.RotationalSpring#data

data :p2.RotationalSpring The actual p2 spring object. Source code: physics/p2/RotationalSpring.js (Line 49)

Loader#pack()

pack(key, url, data, callbackContext) → {Phaser.Loader} Add a JSON resource pack ('packfile') to the Loader. A packfile is a JSON file that contains a list of assets to the be loaded.Please see the example 'loader/asset pack' in the Phaser Examples repository. Packs are always put before the first non-pack file that is not loaded / loading. This means that all packs added before any loading has started are added to the frontof the file queue, in the order added. The key must be a unique Strin

BitmapData#blendScreen()

blendScreen() → {Phaser.BitmapData} Sets the blend mode to 'screen' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2195)

Component.ScaleMinMax#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Point.interpolate()

<static> interpolate(a, b, f, out) → {Phaser.Point} Interpolates the two given Points, based on the f value (between 0 and 1) and returns a new Point. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. f number The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. out Phaser.Point