TilemapLayer#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Graphics#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Button#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

TileSprite#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)

Text#precalculateWordWrap()

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and returnsthe results as an array, where each element of the array corresponds to a wrappedline of text. Useful if you wish to control pagination on long pieces of content. Parameters Name Type Description text string The text for which the wrapping will be calculated. Returns array - An array of strings with the pieces of wrapped text. Source code: gameobjects/Text.js (Line 927)

Physics.P2#enable()

enable(object, debug, children) This will create a P2 Physics body on the given game object or array of game 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.Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also

Physics.P2.Body#addParticle()

addParticle(offsetX, offsetY, rotation) → {p2.Particle} Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation. Parameters Name Type Argument Default Description offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <optional> 0 Local vertical offset of the shape relative to the body center of mass. rotation number <optional> 0 Local rotation of

Cache#checkKey()

checkKey(cache, key) → {boolean} Checks if a key for the given cache object type exists. Parameters Name Type Description cache integer The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. key string The key of the asset within the cache. Returns boolean - True if the key exists, otherwise false. Source code: loader/Cache.js (Line 784)

Utils.Debug#pixel()

pixel(x, y, color, size) Renders a single pixel at the given size. Parameters Name Type Argument Default Description x number X position of the pixel to be rendered. y number Y position of the pixel to be rendered. color string <optional> Color of the pixel (format is css color string). size number <optional> 2 The 'size' to render the pixel at. Source code: utils/Debug.js (Line 560)

GameObjectFactory#video()

video(key, url) → {Phaser.Video} Create a Video object. This will return a Phaser.Video object which you can pass to a Sprite to be used as a texture. Parameters Name Type Argument Default Description key string | null <optional> null The key of the video file in the Phaser.Cache that this Video object will play. Set to null or leave undefined if you wish to use a webcam as the source. See startMediaStream to start webcam capture. url string | null <optional> null If th