GameObjectCreator#renderTexture()

renderTexture(width, height, key, addToCache) → {Phaser.RenderTexture} A dynamic initially blank canvas to which images can be drawn. Parameters Name Type Argument Default Description width number <optional> 100 the width of the RenderTexture. height number <optional> 100 the height of the RenderTexture. key string <optional> '' Asset key for the RenderTexture when stored in the Cache (see addToCache parameter). addToCache boolean <optional> false

Utils.Debug#timer()

timer(timer, x, y, color) Render Timer information. Parameters Name Type Argument Default Description timer Phaser.Timer The Phaser.Timer to show the debug information for. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 312)

World#checkProperty()

checkProperty(child, key, value, force) → {boolean} Checks a property for the given value on the child. Parameters Name Type Argument Default Description child any The child to check the property value on. key array An array of strings that make up the property that will be set. value any The value that will be checked. force boolean <optional> false If force is true then the property will be checked on the child regardless if it already exists or not. If true an

Point#angle()

angle(a, asDegrees) → {number} Returns the angle between this Point object and another object with public x and y properties. Parameters Name Type Argument Default Description a Phaser.Point | any The object to get the angle from this Point to. asDegrees boolean <optional> false Is the given angle in radians (false) or degrees (true)? Returns number - The angle between the two objects. Source code: geom/Point.js (Line 281)

Math#angleBetween()

angleBetween(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2). Parameters Name Type Description x1 number The x coordinate of the first value. y1 number The y coordinate of the first value. x2 number The x coordinate of the second value. y2 number The y coordinate of the second value. Returns number - The angle, in radians. Source code: math/Math.js (Line 404)

Tile#collideDown

collideDown : boolean Indicating collide with any object on the bottom. Source code: tilemap/Tile.js (Line 138)

TileSprite#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Easing#Easing

new Easing() A collection of easing methods defining ease-in and ease-out curves. Source code: tween/Easing.js (Line 14)

TilemapLayer#resize()

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so don't bind it to a window resize event! But instead call it at carefullyselected times. Be aware that no validation of the new sizes takes place and the current map scroll coordinates are notmodified either. You will have to handle both of these things from your game code if required. Parameters Name Type Description width number The new width of the TilemapLayer hei

Image#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)