World#sendToBack()

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below all other children. Parameters Name Type Description child any The child to send to the bottom of this group. Returns any - The child that was moved. Inherited From Phaser.Group#sendToBack Source code: core/Group.js (Line 926)

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

SpriteBatch#resetChild()

resetChild(child, x, y, key, frame) → {DisplayObject} Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it. If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it. The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values. Parameters Name Type Argument Description child DisplayObject The child to reset and/or load the texture on. x number <o

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