BitmapText#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Color.blendPhoenix()

<static> blendPhoenix(a, b) → {integer} Phoenix blend mode. This subtracts the lighter color from the darker color, and adds 255, giving a bright result. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1344)

Physics.P2#hitTest()

hitTest(worldPoint, bodies, precision, filterStatic) → {Array} Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to(if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property. Parameters Name Type Argument Default Description worldPoint Phaser.Point Point to use for intersection tests. The points values must be in world (pixel) coordinates. bodies Array.<(Pha

Tween#generateData()

generateData(frameRate, data) → {array} This will generate an array populated with the tweened object values from start to end.It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.It ignores delay and repeat counts and any chained tweens, but does include child tweens.Just one play through of the tween data is returned, including yoyo if set. Parameters Name Type Argument Default Description frameRate number <optional>

TileSprite#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

InputHandler#justPressed()

justPressed(pointerId, delay) → {boolean} Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second) Parameters Name Type Argument Default Description pointerId integer <optional> 0 delay number The time below which the pointer is considered as just over. Returns boolean - Source code: input/InputHandler.js (Line 1309)

SpriteBatch#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Physics.Arcade.Body#moves

moves : boolean If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position neveractually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.If you want the physics system to move the body around, then set moves to true. Set to true to allow the Physics system to move this Body, otherwise false to move it manually. Default Value true Source code: physics/arcade/Body.js (Line 315)

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.

Utils.Debug#font

font : string The font that the debug information is rendered in. Default Value '14px Courier' Source code: utils/Debug.js (Line 54)