Math#bezierInterpolation()

bezierInterpolation(v, k) → {number} A Bezier Interpolation Method, mostly used by Phaser.Tween. Parameters Name Type Description v Array The input array of values to interpolate between. k number The percentage of interpolation, between 0 and 1. Returns number - The interpolated value Source code: math/Math.js (Line 769)

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

TileSprite#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

TilemapParser.parseJSON()

<static> parseJSON(json) → {object} Parses a Tiled JSON file into valid map data. Parameters Name Type Description json object The JSON map data. Returns object - Generated and parsed map data. Source code: tilemap/TilemapParser.js (Line 180)

ScaleManager#ScaleManager

new ScaleManager(game, width, height) Create a new ScaleManager object - this is done automatically by Phaser.Game The width and height constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. 800 (for 800 pixels) or "80%" for 80%. Parameters Name Type Description game Phaser.Game A reference to the currently running game. width number | string The width of the game. See above. height number | string The height of the game. Se

Easing.Quadratic#InOut()

InOut(k) → {number} Ease-in/out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 71)

Timer#Timer

new Timer(game, autoDestroy) A Timer is a way to create and manage timer events that wait for a specific duration and then run a callback.Many different timer events, with individual delays, can be added to the same Timer. All Timer delays are in milliseconds (there are 1000 ms in 1 second); so a delay value of 250 represents a quarter of a second. Timers are based on real life time, adjusted for game pause durations.That is, timer events are based on elapsed game time and do not take physics