Physics.Arcade.Body#setCircle()

setCircle(radius, offsetX, offsetY) Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.The radius is given in pixels and is the distance from the center of the circle to the edge. You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite. To change a Body back to being rectangular again call Body.setSize. Note: Circular collision only happens with other Arcade Physics bodies, it does

TimerEvent#callback

callback : Function The callback that will be called when the TimerEvent occurs. Source code: time/TimerEvent.js (Line 60)

BitmapData#add()

add(object) → {Phaser.BitmapData} Updates the given objects so that they use this BitmapData as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 393)

Point.rotate()

<static> rotate(a, x, y, angle, asDegrees, distance) → {Phaser.Point} Rotates a Point object, or any object with exposed x/y properties, around the given coordinates bythe angle specified. If the angle between the point and coordinates was 45 deg and the angle argumentis 45 deg then the resulting angle will be 90 deg, as the angle argument is added to the current angle. The distance allows you to specify a distance constraint for the rotation between the point and thecoordinates. If no

TileSprite#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)

Rectangle#offset()

offset(dx, dy) → {Phaser.Rectangle} Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. Parameters Name Type Description dx number Moves the x value of the Rectangle object by this amount. dy number Moves the y value of the Rectangle object by this amount. Returns Phaser.Rectangle - This Rectangle object. Source code: geom/Rectangle.js (Line 55)

FlexLayer#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Cache.TEXTURE

[static] TEXTURE : number Source code: loader/Cache.js (Line 136)

Text#parseList()

parseList(list) → {Phaser.Text} Converts the given array into a tab delimited string and then updates this Text object.This is mostly used when you want to display external data using tab stops. The array can be either single or multi dimensional depending on the result you need: [ 'a', 'b', 'c' ] would convert in to "a\tb\tc". Where as: [ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ] would convert in to: "a\tb\tc\nd\te\tf" Parameters Name Type Description list array The array of data to

World#removeFromHash()

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call will return false if the child is not in the hash. Parameters Name Type Description child DisplayObject The display object to remove from this Groups hash. Must be a member of this Group and in the hash. Returns boolean - True if the child was successfully removed from the hash, otherwise false. Inherited From Phaser.Group#removeFromHash Source code: core/Group.js (Line 464)