Point#angle()

angle(a, asDegrees) → {number} Returns the angle between this Point object and another object with public x and y properties. Parameters Name Type Argument Default Description a Phaser.Point | any The object to get the angle from this Point to. asDegrees boolean <optional> false Is the given angle in radians (false) or degrees (true)? Returns number - The angle between the two objects. Source code: geom/Point.js (Line 281)

Graphics#lineColor

lineColor : string The color of any lines drawn. Default Value 0 Source code: pixi/primitives/Graphics.js (Line 34)

Creature#loop

loop : boolean Should the current animation loop or not? Source code: gameobjects/Creature.js (Line 463)

Physics.P2.Body#moveDown()

moveDown(speed) If this Body is dynamic then this will move it down by setting its y velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move down, in pixels per second. Source code: physics/p2/Body.js (Line 815)

Physics.P2.BodyDebug#centerY

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#centerY Source code: core/Group.js (Line 2733)

Physics.Arcade.Body#customSeparateY

customSeparateY : boolean This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.Used in combination with your own collision processHandler you can create whatever type of collision response you need. Use a custom separation system or the built-in one? Source code: physics/arcade/Body.js (Line 331)

FlexLayer#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o

Rectangle#inflate()

inflate(dx, dy) → {Phaser.Rectangle} Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. Parameters Name Type Description dx number The amount to be added to the left side of the Rectangle. dy number The amount to be added to the bottom side of the Rectangle. Returns Phaser.Rectangle - This Rectangle o

Physics.Ninja.Circle#Circle

new Circle(body, x, y, radius) Ninja Physics Circle constructor.Note: This class could be massively optimised and reduced in size. I leave that challenge up to you. Parameters Name Type Description body Phaser.Physics.Ninja.Body The body that owns this shape. x number The x coordinate to create this shape at. y number The y coordinate to create this shape at. radius number The radius of this Circle. Source code: physics/ninja/Circle.js (Line 19)

Sprite#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds