Math#minSub()

minSub(value, amount, min) → {number} Subtracts the given amount from the value, but never lets the value go below the specified minimum. Parameters Name Type Description value number The base value. amount number The amount to subtract from the base value. min number The minimum the value is allowed to be. Returns number - The new value. Source code: math/Math.js (Line 506)

FlexGrid#createFluidLayer()

createFluidLayer(children) → {Phaser.FlexLayer} A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down. Parameters Name Type Argument Description children array <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 141)

LinkedList#LinkedList

new LinkedList() A basic Linked List data structure. This implementation modifies the prev and next properties of each item added: The prev and next properties must be writable and should not be used for any other purpose. Items cannot be added to multiple LinkedLists at the same time. Only objects can be added. Source code: utils/LinkedList.js (Line 18)

Math#sinCosGenerator()

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine table simultaneously and extremely quickly.The parameters allow you to specify the length, amplitude and frequency of the wave.This generator is fast enough to be used in real-time.Code based on research by Franky of scene.at Parameters Name Type Description length number The length of the wave sinAmplitude number The amplitude to apply to the sine table (default 1.0) if you need values b

Physics.Arcade#accelerationFromRotation()

accelerationFromRotation(rotation, speed, point) → {Phaser.Point} Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object. Parameters Name Type Argument Default Description rotation number The angle in radians. speed number

FrameData#getFrameByName()

getFrameByName(name) → {Phaser.Frame} Get a Frame by its frame name. Parameters Name Type Description name string The name of the frame you want to get. Returns Phaser.Frame - The frame, if found. Source code: animation/FrameData.js (Line 71)

GameObjectCreator#image()

image(x, y, key, frame) → {Phaser.Image} Create a new Image object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. Parameters Name Type Argument Description x number X position of the image. y number Y position of the image. key string | Phaser.RenderTexture | PIXI.Texture T

Key#reset()

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time, and enables the key.In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks; a hard reset will. Source code: input/Key.js (Line 222)

Physics.Arcade.Body#touching

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means the collision happened to the top of this Body for example. An object containing touching results. Source code: physics/arcade/Body.js (Line 377)

Canvas.setTouchAction()

<static> setTouchAction(canvas, value) → {HTMLCanvasElement} Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. Parameters Name Type Argument Description canvas HTMLCanvasElement The canvas to set the touch action on. value string <optional> The touch action to set. Defaults to 'none'. Returns HTMLCanvasElement - The source canvas. Source code: utils/Canvas.js (Line 65)