Input#getPointerFromId()

getPointerFromId(pointerId) → {Phaser.Pointer} Get the Pointer object whos pointerId property matches the given value. The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.Also it can change every time you press the pointer down if the browser recycles it. Parameters Name Type Description pointerId number The pointerId (not 'id') value to search for. Returns Phaser.Pointer - A Pointer object or null if no Pointer object ma

StateManager#created

[readonly] created : boolean True if the current state has had its create method run (if it has one, if not this is true by default). Source code: core/StateManager.js (Line 774)

Physics.P2.Body#setMaterial()

setMaterial(material, shape) Adds the given Material to all Shapes that belong to this Body.If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter. Parameters Name Type Argument Description material Phaser.Physics.P2.Material The Material that will be applied. shape p2.Shape <optional> An optional Shape. If not provided the Material will be added to all Shapes in this Body. Source code: physics/p2/Body.js (Line 1272)

World#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)

SpriteBatch#hash

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of this Group can be added to and removed from the hash. This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your ownsorting and filtering of Group chi

PluginManager#render()

render() Render is called right after the Game Renderer completes, but before the State.render.It only calls plugins who have visible=true. Source code: core/PluginManager.js (Line 239)

ArraySet#callAll()

callAll(key, parameter) Calls a function on all members of this list, using the member as the context for the callback. If the key property is present it must be a function.The function is invoked using the item as the context. Parameters Name Type Argument Description key string The name of the property with the function to call. parameter * <repeatable> Additional parameters that will be passed to the callback. Source code: utils/ArraySet.js (Line 159)

FlexGrid#setSize()

setSize(width, height) Sets the core game size. This resets the w/h parameters and bounds. Parameters Name Type Description width number The new dimensions. height number The new dimensions. Source code: core/FlexGrid.js (Line 77)

FlexGrid#manager

manager : Phaser.ScaleManager A reference to the ScaleManager. Source code: core/FlexGrid.js (Line 31)

RetroFont#height

height : number The height of the render texture Inherited From PIXI.RenderTexture#height Source code: pixi/textures/RenderTexture.js (Line 45)