Input#setInteractiveCandidateHandler()

setInteractiveCandidateHandler(callback, context) Adds a callback that is fired every time Pointer.processInteractiveObjects is called.The purpose of processInteractiveObjects is to work out which Game Object the Pointer is going tointeract with. It works by polling all of the valid game objects, and then slowly discounting thosethat don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). Eventually a short-list of 'candidates' is created. These are all of

Particles.Arcade.Emitter#onChildInputOver

onChildInputOver : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOver 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#onChildInputOver Source code: core/Group.js (Line 186)

Input#getPointerFromId()

getPointerFromId(pointerId) → {Phaser.Pointer} Get the Pointer object whos pointerId property matches the given value. The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.Also it can change every time you press the pointer down if the browser recycles it. Parameters Name Type Description pointerId number The pointerId (not 'id') value to search for. Returns Phaser.Pointer - A Pointer object or null if no Pointer object ma

Group#getFurthestFrom()

getFurthestFrom(object, callback, callbackContext) → {any} Get the child furthest away from the given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child,

Point.negative()

<static> negative(a, out) → {Phaser.Point} Creates a negative Point. Parameters Name Type Argument Description a Phaser.Point The first Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 600)

World#forEach()

forEach(callback, callbackContext, checkExists, args) Call a function on each child in this group. Additional arguments for the callback can be specified after the checkExists parameter. For example, Group.forEach(awardBonusGold, this, true, 100, 500) would invoke awardBonusGold function with the parameters (child, 100, 500). Note: This check will skip any children which are Groups themselves. Parameters Name Type Argument Default Description callback function The function that will be

Particles.Arcade.Emitter#lifespan

lifespan : number How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever. Default Value 2000 Source code: particles/arcade/Emitter.js (Line 144)

Physics.P2.RevoluteConstraint#RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. pivotA Float32Array The point relative to the center of mass of bodyA which bodyA is constraine

Input#reset()

reset(hard) Reset all of the Pointers and Input states. The optional hard parameter will reset any events or callbacks that may be bound.Input.reset is called automatically during a State change or if a game loses focus / visibility.To control control the reset manually set Phaser.InputManager.resetLocked to true. Parameters Name Type Argument Default Description hard boolean <optional> false A soft reset won't reset any events or callbacks that are bound. A hard reset will. Sou

Animation#stop()

stop(resetFrame, dispatchComplete) Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.If dispatchComplete is true it will dispatch the complete events, otherwise they'll be ignored. Parameters Name Type Argument Default Description resetFrame boolean <optional> false If true after the animation stops the currentFrame value will be set to the first frame in this animation. di