ArrayUtils.getRandomItem()

<static> getRandomItem(objects, startIndex, length) → {object} Fetch a random entry from the given array. Will return null if there are no array items that fall within the specified rangeor if there is no item for the randomly chosen index. Parameters Name Type Description objects Array.<any> An array of objects. startIndex integer Optional offset off the front of the array. Default value is 0, or the beginning of the array. length integer Optional restriction on the numbe

Time#Time

new Time(game) This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,and also handles the standard Timer pool. To create a general timed event, use the master Phaser.Timer accessible through events. There are different types of time in Phaser: Game time always runs at the speed of time in real life. Unlike wall-clock time, game time stops when Phaser is paused. Game time is used for timer events. Physics

Net#getQueryString()

getQueryString(parameter) → {string | object} Returns the Query String as an object.If you specify a parameter it will return just the value of that parameter, should it exist. Parameters Name Type Argument Default Description parameter string <optional> '' If specified this will return just the value for that key. Returns string | object - An object containing the key value pairs found in the query string or just the value if a parameter was given. Source code: net/Net.js

StateManager#checkState()

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid if it has at least one of the core functions: preload, create, update or render. Parameters Name Type Description key string The key of the state you want to check. Returns boolean - true if the State has the required functions, otherwise false. Source code: core/StateManager.js (Line 423)

Graphics#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Physics.Ninja.AABB#projAABB_22DegS()

projAABB_22DegS(x, y, obj, t) → {number} Resolves 22 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 622)

Physics.Arcade.Body#moveFrom()

moveFrom(duration, speed, direction) → {boolean} Note: This method is experimental, and may be changed or removed in a future release. This method moves the Body in the given direction, for the duration specified.It works by setting the velocity on the Body, and an internal timer, and thenmonitoring the duration each frame. When the duration is up the movement isstopped and the Body.onMoveComplete signal is dispatched. Movement also stops if the Body collides or overlaps with any other Body.

TilemapLayer#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)

Sprite#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

FlexGrid#createFluidLayer()

createFluidLayer(children) → {Phaser.FlexLayer} A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down. Parameters Name Type Argument Description children array <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 141)