Ellipse#contains()

contains(x, y) → {boolean} Return true if the given x/y coordinates are within this Ellipse object. Parameters Name Type Description x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this ellipse, otherwise false. Source code: geom/Ellipse.js (Line 138)

Text#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Rope#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Physics.P2#endContactHandler()

endContactHandler(event) Handles a p2 end contact event. Parameters Name Type Description event object The event data. Source code: physics/p2/World.js (Line 527)

Physics.P2.Body#moveBackward()

moveBackward(speed) Moves the Body backwards based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move backwards. Source code: physics/p2/Body.js (Line 691)

Physics.P2.Body#setRectangle()

setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle} Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body.If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates. Parameters Name Type Argument Default Description width number <optional> 1

Physics.P2#postBroadphaseCallback

postBroadphaseCallback : Function A postBroadphase callback. Source code: physics/p2/World.js (Line 165)

WebGLBlendModeManager#currentBlendMode

currentBlendMode : number Source code: pixi/renderers/webgl/utils/WebGLBlendModeManager.js (Line 12)

Component.LoadTexture#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. Source code: gameobjects/components/LoadTexture.js (Line 155)

RetroFont#render()

render(displayObject, matrix, clear) This function will draw the display object to the RenderTexture. In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.This is now a Matrix allowing you much more control over how the Display Object is rendered.If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead. If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then eithe