Pointer#Pointer

new Pointer(game, id, pointerMode) A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen. Parameters Name Type Default Description game Phaser.Game A reference to the currently running game. id number The ID of the Pointer object within the game. Each game can have up to 10 active pointers. pointerMode Phaser.PointerMode (CURSOR | CONTACT) The operational mode of this pointer, eg. CURSOR or TOUCH. Source code: input

Signal#remove()

remove(listener, context) → {function} Remove a single event listener. Parameters Name Type Argument Default Description listener function Handler function that should be removed. context object <optional> null Execution context (since you can add the same handler multiple times if executing in a different context). Returns function - Listener handler function. Source code: core/Signal.js (Line 305)

Physics.P2#createContactMaterial()

createContactMaterial(materialA, materialB, options) → {Phaser.Physics.P2.ContactMaterial} Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly. Parameters Name Type Argument Description materialA Phaser.Physics.P2.Material <optional> The first Material to create the ContactMaterial from. If undefined it will create a new Material object first. materialB Phaser.Physics.P2.Material <optional> The second Ma

Tilemap#setTileLocationCallback()

setTileLocationCallback(x, y, width, height, callback, callbackContext, layer) Sets a global collision callback for the given map location within the layer. This will affect all tiles on this layer found in the given area.If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback. Parameters Name Type Argument Description x number X p

Tile#isInteresting()

isInteresting(collides, faces) → {boolean} Is this tile interesting? Parameters Name Type Description collides boolean If true will check any collides value. faces boolean If true will check any face value. Returns boolean - True if the Tile is interesting, otherwise false. Source code: tilemap/Tile.js (Line 275)

Group#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Source code: core/Group.js (Line 2

Physics#enable()

enable(object, system, debug) This will create a default physics body on the given game object or array of objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.It can be for any of the physics systems that have been started: Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loadin

Button#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Creature#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Particles.Arcade.Emitter#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputDown Source code: core/Group.js (Line 161)