Math#floorTo()

floorTo(value, place, base) → {number} Floors to some place comparative to a base, default is 10 for decimal place.The place is represented by the power applied to base to get that place. Parameters Name Type Argument Default Description value number The value to round. place number <optional> 0 The place to round to. base number <optional> 10 The base to round in. Default is 10 for decimal. Returns number - The rounded value. Source code: math/Math.js (Li

Math#degToRad()

degToRad(degrees) → {number} Convert degrees to radians. Parameters Name Type Description degrees number Angle in degrees. Returns number - Angle in radians. Source code: math/Math.js (Line 1186)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Math#sinCosGenerator()

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine table simultaneously and extremely quickly.The parameters allow you to specify the length, amplitude and frequency of the wave.This generator is fast enough to be used in real-time.Code based on research by Franky of scene.at Parameters Name Type Description length number The length of the wave sinAmplitude number The amplitude to apply to the sine table (default 1.0) if you need values b

Physics.Arcade#accelerationFromRotation()

accelerationFromRotation(rotation, speed, point) → {Phaser.Point} Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object. Parameters Name Type Argument Default Description rotation number The angle in radians. speed number

FrameData#getFrameByName()

getFrameByName(name) → {Phaser.Frame} Get a Frame by its frame name. Parameters Name Type Description name string The name of the frame you want to get. Returns Phaser.Frame - The frame, if found. Source code: animation/FrameData.js (Line 71)

Key#reset()

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time, and enables the key.In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks; a hard reset will. Source code: input/Key.js (Line 222)

Rectangle.inflatePoint()

<static> inflatePoint(a, point) → {Phaser.Rectangle} Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. Parameters Name Type Description a Phaser.Rectangle The Rectangle object. point Phaser.Point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object.

Sprite#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

QuadTree#objects

objects :array Array of quadtree children. Source code: math/QuadTree.js (Line 50)