InputHandler#pixelPerfectOver

pixelPerfectOver : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-e

SoundManager#remove()

remove(sound) → {boolean} Removes a Sound from the SoundManager. The removed Sound is destroyed before removal. Parameters Name Type Description sound Phaser.Sound The sound object to remove. Returns boolean - True if the sound was removed successfully, otherwise false. Source code: sound/SoundManager.js (Line 579)

Tween#start()

start(index) → {Phaser.Tween} Starts the tween running. Can also be called by the autoStart parameter of Tween.to or Tween.from.This sets the Tween.isRunning property to true and dispatches a Tween.onStart signal.If the Tween has a delay set then nothing will start tweening until the delay has expired. Parameters Name Type Argument Default Description index number <optional> 0 If this Tween contains child tweens you can specify which one to start from. The default is zero, i.e. th

Button#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Inherited From PIXI.Sprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)

Sound#fadeOut()

fadeOut(duration) Decreases the volume of this Sound from its current value to 0 over the duration specified.At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,and the final volume (0) as the second parameter. Parameters Name Type Argument Default Description duration number <optional> 1000 The time in milliseconds over which the Sound should fade out. Source code: sound/Sound.js (Line 952)

Polygon#toNumberArray()

toNumberArray(output) → {array} Export the points as an array of flat numbers, following the sequence [ x,y, x,y, x,y ] Parameters Name Type Argument Description output array <optional> The array to append the points to. If not specified a new array will be created. Returns array - The flattened array. Source code: geom/Polygon.js (Line 61)

Physics.Ninja#separate()

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies. Parameters Name Type Description body1 Phaser.Physics.Ninja.Body The Body object to separate. body2 Phaser.Physics.Ninja.Body The Body object to separate. Returns boolean - Returns true if the bodies collided, otherwise false. Source code: physics/ninja/World.js (Line 567)

SinglePad#connect()

connect(rawPad) Gamepad connect function, should be called by Phaser.Gamepad. Parameters Name Type Description rawPad object The raw gamepad object Source code: input/SinglePad.js (Line 216)

Particles.Arcade.Emitter#xy()

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters Name Type Description index integer The index of the child in the group to set the position of. x number The new x position of the child. y number The new y position of the child. Inherited From Phaser.Group#xy Source code: core/Group.js (Line 993)

Cache#getXML()

getXML(key) → {object} Gets an XML object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns object - The XML object. Source code: loader/Cache.js (Line 1354)