Particles.Arcade.Emitter#kill()

kill() → {Phaser.Particles.Arcade.Emitter} Call this function to turn off all the particles and the emitter. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 407)

Particles.Arcade.Emitter#particleBringToTop

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 199)

SpriteBatch#fixedToCamera

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list.So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x Inherited From Phaser.Group#fixedToCamera Source code: core/Group.js (Line 265)

Component.Health#Health

new Health() The Health component provides the ability for Game Objects to have a health propertythat can be damaged and reset through game code.Requires the LifeSpan component. Source code: gameobjects/components/Health.js (Line 14)

Point.normalRightHand()

<static> normalRightHand(a, out) → {Phaser.Point} Right-hand normalize (make unit length) a Point. Parameters Name Type Argument Description a Phaser.Point The Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 748)

Circle#copyTo()

copyTo(dest) → {object} Copies the x, y and diameter properties from this Circle to any given object. Parameters Name Type Description dest any The object to copy to. Returns object - This dest object. Source code: geom/Circle.js (Line 140)

Text#addStrokeColor()

addStrokeColor(color, position) → {Phaser.Text} Set specific stroke colors for certain characters within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position.The position value is the index of the character in the Text string to start applying this color to.Once set the color remains in use until either another color or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addColor('#

Matrix#applyInverse()

applyInverse(pos, newPos) → {Phaser.Point} Get a new position with the inverse of the current transformation applied. Can be used to go from the world coordinate space to a childs coordinate space. (e.g. input) Parameters Name Type Argument Description pos Phaser.Point The origin Point. newPos Phaser.Point <optional> The point that the new position is assigned to. This can be same as input point. Returns Phaser.Point - The new point, inverse transformed through this matrix

Component.Destroy#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Source code: gameobjects/components/Destroy.js (Line 22)

Physics.P2.FixtureList#getFixtureByKey()

getFixtureByKey(key) Accessor to get either a single fixture by its key. Parameters Name Type Description key string The key of the fixture. Source code: physics/p2/FixtureList.js (Line 158)