Math#fuzzyFloor()

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given value. Parameters Name Type Argument Default Description val number The value to floor. epsilon number <optional> 0.0001 The epsilon (a small value used in the calculation) Returns number - floor(val+epsilon) Source code: math/Math.js (Line 107)

Particles.Arcade.Emitter#setScale()

setScale(minX, maxX, minY, maxY, rate, ease, yoyo) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the scale constraints of the particles.The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis.If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit. Parameters Name Type Argument D

Event#target

[readonly] target : Object The original target the event triggered on. Source code: plugins/path/EventTarget.js (Line 235)

Animation#frameTotal

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. Source code: animation/Animation.js (Line 726)

Strip#texture

texture : PIXI.Texture The texture of the strip Source code: pixi/extras/Strip.js (Line 20)

Easing.Exponential#Out()

Out(k) → {number} Exponential ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 308)

Physics.P2.Body#moveRight()

moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move to the right, in pixels per second. Source code: physics/p2/Body.js (Line 789)

BitmapText#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Image#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Matrix#apply()

apply(pos, newPos) → {Phaser.Point} Get a new position with the current transformation applied. Can be used to go from a childs coordinate space to the world coordinate space (e.g. rendering) Parameters Name Type Argument Description pos Phaser.Point The origin Point. newPos Phaser.Point <optional> The point that the new position is assigned to. This can be same as input point. Returns Phaser.Point - The new point, transformed through this matrix. Source code: geom/Matri