RenderTexture#getCanvas()

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and then returns it. Returns HTMLCanvasElement - A Canvas element with the texture rendered on. Inherited From PIXI.RenderTexture#getCanvas Source code: pixi/textures/RenderTexture.js (Line 320)

Device#isConsoleOpen()

isConsoleOpen() Check whether the console is open.Note that this only works in Firefox with Firebug and earlier versions of Chrome.It used to work in Chrome, but then they removed the ability: http://src.chromium.org/viewvc/blink?view=revision&revision=151136 Source code: utils/Device.js (Line 1324)

Group#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

Image#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Math#mapLinear()

mapLinear(x, a1, a2, b1, b2) → {number} Linear mapping from range to range Parameters Name Type Description x number The value to map a1 number First endpoint of the range a2 number Final endpoint of the range b1 number First endpoint of the range b2 number Final endpoint of the range Returns number - Source code: math/Math.js (Line 1085)

Image#Image

new Image(game, x, y, key, frame) An Image is a light-weight object you can use to display anything that doesn't need physics or animation.It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. x number <optional> 0 The x coordinate of the Image. The coordinate is relative

Image#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

BitmapData#shadow()

shadow(color, blur, x, y) → {Phaser.BitmapData} Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.You can cancel an existing shadow by calling this method and passing no parameters.Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage. Parameters Name Type Argument Default Description color string The color of the shadow, given in a CSS format, i.e. #000000 or rgba(0,0,0,1). If null

Easing.Exponential#Out()

Out(k) → {number} Exponential ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 308)

Rope#texture

texture : PIXI.Texture The texture of the strip Inherited From PIXI.Strip#texture Source code: pixi/extras/Strip.js (Line 20)