Physics.P2.BodyDebug#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Bullet#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Physics.P2.BodyDebug#countDead()

countDead() → {integer} Get the number of dead children in this group. Returns integer - The number of children flagged as dead. Inherited From Phaser.Group#countDead Source code: core/Group.js (Line 2338)

Image#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Physics.Arcade#getObjectsAtLocation()

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>} Given a Group and a location this will check to see which Group children overlap with the coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the coordinate or not. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordin

Polygon#Polygon

new Polygon(points) Creates a new Polygon. The points can be set from a variety of formats: An array of Point objects: [new Phaser.Point(x1, y1), ...] An array of objects with public x/y properties: [obj1, obj2, ...] An array of paired numbers that represent point coordinates: [x1,y1, x2,y2, ...] As separate Point arguments: setTo(new Phaser.Point(x1, y1), ...) As separate objects with public x/y properties arguments: setTo(obj1, obj2, ...) As separate arguments representing point coordi

Particle#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)

BitmapData#blendDarken()

blendDarken() → {Phaser.BitmapData} Sets the blend mode to 'darken' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2221)

Particle#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Physics.P2.RevoluteConstraint#RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. pivotA Float32Array The point relative to the center of mass of bodyA which bodyA is constraine