Color.HSVColorWheel()

<static> HSVColorWheel(s, v) → {array} Get HSV color wheel values in an array which will be 360 elements in size. Parameters Name Type Argument Default Description s number <optional> 1 The saturation, in the range 0 - 1. v number <optional> 1 The value, in the range 0 - 1. Returns array - An array containing 360 elements corresponding to the HSV color wheel. Source code: utils/Color.js (Line 710)

Particle#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

TilemapLayer#debug

debug : boolean Enable an additional "debug rendering" pass to display collision information. Source code: tilemap/TilemapLayer.js (Line 110)

Frame#distance

distance : number The distance from the top left to the bottom-right of this Frame. Source code: animation/Frame.js (Line 64)

TilemapLayer#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Group#Group

new Group(game, parent, name, addToStage, enableBody, physicsBodyType) A Group is a container for display objects including Sprites and Images. Groups form the logical tree structure of the display/scene graph where local transformations are applied to children.For instance, all children are also moved/rotated/scaled when the group is moved/rotated/scaled. In addition, Groups provides support for fast pooling and object recycling. Groups are also display objects and can be nested as children

QuadTree#QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level) A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.Original version at https://github.com/timohausmann/quadtree-js/ Parameters Name Type Argument Default Description x number The top left coordinate of the quadtree. y number Th

Bullet#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)

RenderTexture#baseTexture

baseTexture : PIXI.BaseTexture The base texture object that this texture uses Inherited From PIXI.RenderTexture#baseTexture Source code: pixi/textures/RenderTexture.js (Line 78)

FlexLayer#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an