Matrix#identity()

identity() → {Phaser.Matrix} Resets this Matrix to an identity (default) matrix. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 371)

FlexLayer#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

Utils.parseDimension()

<static> parseDimension(size, dimension) → {number} Get a unit dimension from a string. Parameters Name Type Description size string | number The size to parse. dimension number The window dimension to check. Returns number - The parsed dimension. Source code: utils/Utils.js (Line 118)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Bullet#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Keyboard#createCursorKeys()

createCursorKeys() → {object} Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right. Returns object - An object containing properties: up, down, left and right of Phaser.Key objects. Source code: input/Keyboard.js (Line 208)

Key#reset()

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time, and enables the key.In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks; a hard reset will. Source code: input/Key.js (Line 222)

Keyboard#addKeyCapture()

addKeyCapture(keycode) By default when a key is pressed Phaser will not stop the event from propagating up to the browser.There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. The addKeyCapture method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browserand cause the default browser behavior. Pass in either a single keycode or an array/hash of keycodes. Parameters Name Type Description key

Keyboard#reset()

reset(hard) Resets all Keys. Parameters Name Type Argument Default Description hard boolean <optional> true A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will. Source code: input/Keyboard.js (Line 463)

Frame#distance

distance : number The distance from the top left to the bottom-right of this Frame. Source code: animation/Frame.js (Line 64)