Rectangle#topLeft

topLeft : Phaser.Point The location of the Rectangles top left corner as a Point object. Source code: geom/Rectangle.js (Line 700)

Group#getByName()

getByName(name) → {any} Searches the Group for the first instance of a child with the nameproperty matching the given argument. Should more than one child havethe same name only the first instance is returned. Parameters Name Type Description name string The name to search for. Returns any - The first child with a matching name, or null if none were found. Source code: core/Group.js (Line 1042)

Image#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Physics.P2.FixtureList#setSensor()

setSensor(value, fixtureKey) Parameters Name Type Description value boolean sensor true or false fixtureKey string Only apply to the fixture with the given key Source code: physics/p2/FixtureList.js (Line 93)

Sound#fadeIn()

fadeIn(duration, loop, marker) Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.Then increases the volume from 0 to 1 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 (1) as the second parameter. Parameters Name Type Argument Default Description duration number <optional> 1000 The time in milliseconds over which the Sound should fade in

FlexLayer#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

World#divideAll()

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group.divideAll('x', 2) will half the child.x value for each child. Parameters Name Type Description property string The property to divide, for example 'body.velocity.x' or 'angle'. amount number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. checkAlive boolean If true the property will only be changed if

Text#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

WebGLFilterManager#popFilter()

popFilter() Removes the last filter from the filter stack and doesn't return it. Source code: pixi/renderers/webgl/utils/WebGLFilterManager.js (Line 145)

Math#shear()

shear(n) → {number} Parameters Name Type Description n number Returns number - n mod 1 Source code: math/Math.js (Line 144)