global#ANGLE_LEFT

<constant> ANGLE_LEFT : integer The Angle (in degrees) a Game Object needs to be set to in order to face left. Source code: Phaser.js (Line 346)

Rectangle#toString()

toString() → {string} Returns a string representation of this object. Returns string - A string representation of the instance. Source code: geom/Rectangle.js (Line 439)

BitmapData#extract()

extract(destination, r, g, b, a, resize, r2, g2, b2) → {Phaser.BitmapData} Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.The original BitmapData remains unchanged.The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this

Cache#checkURL()

checkURL(url) → {boolean} Checks if the given URL has been loaded into the Cache.This method will only work if Cache.autoResolveURL was set to true before any preloading took place.The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefoxwhich may cause double-load instances. Parameters Name Type Description url string The url to check for in the cache. Returns boolean - True if the url exists, otherwise fa

BitmapData#update()

update(x, y, width, height) → {Phaser.BitmapData} This re-creates the BitmapData.imageData from the current context.It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.If not given the dimensions defaults to the full size of the context. Warning: This is a very expensive operation, so use it sparingly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the image data area to grab

BitmapData#blendDestinationOver()

blendDestinationOver() → {Phaser.BitmapData} Sets the blend mode to 'destination-over' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2104)

BitmapData#text()

text(text, x, y, font, color, shadow) → {Phaser.BitmapData} Draws text to the BitmapData in the given font and color.The default font is 14px Courier, so useful for quickly drawing debug text.If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method. Parameters Name Type Argument Default Description text string The text to write to the BitmapData. x number The x coordinate of the top-left of the text string. y number The y

Particle#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Particles.Arcade.Emitter#bottom

[readonly] bottom : number Gets the bottom position of the Emitter. Source code: particles/arcade/Emitter.js (Line 990)

SpriteBatch#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