Image#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Graphics#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Graphics#arc()

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {PIXI.Graphics} The arc method creates an arc/curve (used to create circles, or parts of circles). Parameters Name Type Description cx Number The x-coordinate of the center of the circle cy Number The y-coordinate of the center of the circle radius Number The radius of the circle startAngle Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) endAngle Number The ending angle,

Events#onInputOut

onInputOut : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives an out event from a Phaser.Pointer, which was previously over it.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 166)

TileSprite#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Physics.P2.LockConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/LockConstraint.js (Line 33)

InputHandler#pointerTimeOver()

pointerTimeOver(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns number - Source code: input/InputHandler.js (Line 665)

ArrayUtils.rotate()

<static> rotate(array) → {any} This method is deprecated and should not be used. It may be removed in the future. Moves the element from the start of the array to the end, shifting all items in the process.The "rotation" happens to the left. Before: [ A, B, C, D, E, F ]After: [ B, C, D, E, F, A ] See also Phaser.ArrayUtils.rotateRight Parameters Name Type Description array Array.<any> The array to rotate. The array is modified. Returns any - The rotated value. Deprec

InputHandler#isPixelPerfect()

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns boolean - True if the this InputHandler has either pixelPerfectClick or pixelPerfectOver set to true. Source code: input/InputHandler.js (Line 495)

TilingSprite#TilingSprite

new TilingSprite(texture, width, height) A tiling sprite is a fast way of rendering a tiling image Parameters Name Type Description texture PIXI.Texture the texture of the tiling sprite width Number the width of the tiling sprite height Number the height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 5)