Physics.P2#removeContactMaterial()

removeContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial} Removes a Contact Material from the world. Parameters Name Type Description material Phaser.Physics.P2.ContactMaterial The Contact Material to be removed from the World. Returns Phaser.Physics.P2.ContactMaterial - The Contact Material that was removed. Source code: physics/p2/World.js (Line 1170)

Physics.P2#clearTilemapLayerBodies()

clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created with World.convertTilemap. Parameters Name Type Argument Description map Phaser.Tilemap The Tilemap to get the map data from. layer number | string | Phaser.TilemapLayer <optional> The layer to operate on. If not given will default to map.currentLayer. Source code: physics/p2/World.js (Line 1666)

PointerMode#PointerMode

new PointerMode() Enumeration categorizing operational modes of pointers. PointerType values represent valid bitmasks.For example, a value representing both Mouse and Touch devicescan be expressed as PointerMode.CURSOR | PointerMode.CONTACT. Values may be added for future mode categorizations. Source code: input/Pointer.js (Line 1258)

Pointer#clientY

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). Source code: input/Pointer.js (Line 186)

Pointer#movementX

movementX : number The horizontal processed relative movement of the Pointer in pixels since last event. Source code: input/Pointer.js (Line 224)

Group#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Source code: core/Group.js (Line 833)

Text#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Canvas.setImageRenderingCrisp()

<static> setImageRenderingCrisp(canvas) → {HTMLCanvasElement} Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit).Note that if this doesn't given the desired result then see the setSmoothingEnabled. Parameters Name Type Description canvas HTMLCanvasElement The canvas to set image-rendering crisp on. Returns HTMLCanvasElement - Returns the source canvas. Source code: utils/Canvas.js (Line 260)

Graphics#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Inherited From Phaser.Compon

Image#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)