Circle#clone()

clone(output) → {Phaser.Circle} Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object. Parameters Name Type Description output Phaser.Circle Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. Returns Phaser.Circle - The cloned Circle object. Source code: geom/Circle.js (Line 171)

Circle#toString()

toString() → {string} Returns a string representation of this object. Returns string - a string representation of the instance. Source code: geom/Circle.js (Line 245)

World#checkProperty()

checkProperty(child, key, value, force) → {boolean} Checks a property for the given value on the child. Parameters Name Type Argument Default Description child any The child to check the property value on. key array An array of strings that make up the property that will be set. value any The value that will be checked. force boolean <optional> false If force is true then the property will be checked on the child regardless if it already exists or not. If true an

Tilemap#createFromTiles()

createFromTiles(tiles, replacements, key, layer, group, properties) → {integer} Creates a Sprite for every object matching the given tile indexes in the map data.You can specify the group that the Sprite will be created in. If none is given it will be created in the World.You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down specialtiles in a level that are converted to Sprites, but want to replace the tile itsel

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)

SpriteBatch#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

TileSprite#reset()

reset(x, y) → {Phaser.TileSprite} Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and thensets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.If the TileSprite has a physics body that too is reset. Parameters Name Type Description x number The x coordinate (in world space) to position the Sprite at. y number The y coordinate (in world space) to position the Sprite at. Returns Phaser.Ti

Physics.P2.PointProxy#PointProxy

new PointProxy(world, destination) A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays. Parameters Name Type Description world Phaser.Physics.P2 A reference to the P2 World. destination any The object to bind to. Source code: physics/p2/PointProxy.js (Line 15)

Text#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Point#clone()

clone(output) → {Phaser.Point} Creates a copy of the given Point. Parameters Name Type Argument Description output Phaser.Point <optional> Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 216)