Sprite#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

TileSprite#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Keyboard#addKeys()

addKeys(keys) → {object} A practical way to create an object containing user selected hotkeys. For example, addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } ); would return an object containing properties (up, down, left and right) referring to Phaser.Key object. Parameters Name Type Description keys object A key mapping object, i.e. { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S } or { 'up': 52, 'down': 53 }. Returns

Stage#preUpdate()

preUpdate() This is called automatically after the plugins preUpdate and before the State.update.Most objects have preUpdate methods and it's where initial movement and positioning is done. Source code: core/Stage.js (Line 138)

Pointer#circle

circle : Phaser.Circle A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.The Circle size is 44px (Apples recommended "finger tip" size). Source code: input/Pointer.js (Line 344)

Keyboard#addKeyCapture()

addKeyCapture(keycode) By default when a key is pressed Phaser will not stop the event from propagating up to the browser.There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. The addKeyCapture method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browserand cause the default browser behavior. Pass in either a single keycode or an array/hash of keycodes. Parameters Name Type Description key

Key#repeats

repeats : number If a key is held down this holds down the number of times the key has 'repeated'. Source code: input/Key.js (Line 88)

Keyboard#reset()

reset(hard) Resets all Keys. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will. Source code: input/Keyboard.js (Line 463)

QuadTree#getIndex()

getIndex(rect) → {number} Determine which node the object belongs to. Parameters Name Type Description rect Phaser.Rectangle | object The bounds in which to check. Returns number - index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node. Source code: math/QuadTree.js (Line 203)

Physics.P2#mpx()

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1777)