Device#pointerLock

pointerLock : boolean Is Pointer Lock available? Source code: utils/Device.js (Line 204)

FlexLayer#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)

Physics.Ninja.AABB#collideAABBVsAABB()

collideAABBVsAABB(aabb) Collides this AABB against a AABB. Parameters Name Type Description aabb Phaser.Physics.Ninja.AABB The AABB to collide against. Source code: physics/ninja/AABB.js (Line 336)

Particle#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveDown Source

Text#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Timer#add()

add(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent} Adds a new Event to this Timer. The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time. Make sure to call start after adding all of the Events you require for this Timer. Parameters Name Type A

TilemapLayer#resetTilesetCache()

resetTilesetCache() The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered. Source code: tilemap/TilemapLayer.js (Line 693)

Physics.P2.BodyDebug#resetChild()

resetChild(child, x, y, key, frame) → {DisplayObject} Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it. If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it. The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values. Parameters Name Type Argument Description child DisplayObject The child to reset and/or load the texture on. x number <o

GameObjectFactory#GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing game.add. Created objects are automatically added to the appropriate Manager, World, or manually specified parent Group. Parameters Name Type Description game Phaser.Game A reference to the currently running game. Source code: gameobjects/GameObjectFactory.js (Line 17)

AnimationManager#validateFrames()

validateFrames(frames, useNumericIndex) → {boolean} Check whether the frames in the given array are valid and exist. Parameters Name Type Argument Default Description frames Array An array of frames to be validated. useNumericIndex boolean <optional> true Validate the frames based on their numeric index (true) or string index (false) Returns boolean - True if all given Frames are valid, otherwise false. Source code: animation/AnimationManager.js (Line 219)