Key#isDown

isDown : boolean The "down" state of the key. This will remain true for as long as the keyboard thinks this key is held down. Source code: input/Key.js (Line 39)

FlexLayer#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

Physics.P2.BodyDebug#body

body : Phaser.Physics.P2.Body The P2 Body to display debug data for. Source code: physics/p2/BodyDebug.js (Line 50)

MSPointer#onPointerUp()

onPointerUp(event) The function that handles the PointerUp event. Parameters Name Type Description event PointerEvent The native DOM event. Source code: input/MSPointer.js (Line 268)

RandomDataGenerator#between()

between(min, max) → {number} Returns a random integer between and including min and max.This method is an alias for RandomDataGenerator.integerInRange. Parameters Name Type Description min number The minimum value in the range. max number The maximum value in the range. Returns number - A random number between min and max. Source code: math/RandomDataGenerator.js (Line 198)

Component.Reset#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Texture#destroy()

destroy(destroyBase) Destroys this texture Parameters Name Type Description destroyBase Boolean Whether to destroy the base texture as well Source code: pixi/textures/Texture.js (Line 165)

Signal#has()

has(listener, context) → {boolean} Check if a specific listener is attached. Parameters Name Type Argument Description listener function Signal handler function. context object <optional> Context on which listener will be executed (object that should represent the this variable inside listener function). Returns boolean - If Signal has the specified listener. Source code: core/Signal.js (Line 218)

GameObjectCreator#retroFont()

retroFont(font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) → {Phaser.RetroFont} Create a new RetroFont object. A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.If you need variable width character support then use a BitmapText object instead. The main difference between a Retro

Bullet#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u