Tilemap#paste()

paste(x, y, tileblock, layer) Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy. Parameters Name Type Argument Description x number X position of the top left of the area to paste to (given in tiles, not pixels) y number Y position of the top left of the area to paste to (given in tiles, not pixels) tileblock array The block of tiles to paste. layer number | string | Phaser.TilemapLayer <optional&g

Physics.Arcade#sortLeftRight()

sortLeftRight(a, b) → {integer} A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Physics.Arcade#updateMotion()

updateMotion(The) Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused is true. Parameters Name Type Description The Phaser.Physics.Arcade.Body Body object to be updated. Source code: physics/arcade/World.js (Line 240)

Net#updateQueryString()

updateQueryString(key, value, redirect, url) → {string} Updates a value on the Query String and returns it in full.If the value doesn't already exist it is set.If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.Optionally you can redirect to the new url, or just return it as a string. Parameters Name Type Description key string The querystring key to update. value string The new value to be set. If it already

Weapon#trackRotation

trackRotation : boolean If the Weapon is tracking a Sprite, should it also track the Sprites rotation?This is useful for a game such as Asteroids, where you want the weapon to fire basedon the sprites rotation. Source code: plugins/weapon/WeaponPlugin.js (Line 350)

Weapon#debug()

debug(x, y, debugBodies) Uses Game.Debug to draw some useful information about this Weapon, including the number of bulletsboth in-flight, and available. And optionally the physics debug bodies of the bullets. Parameters Name Type Argument Default Description x integer <optional> 16 The coordinate, in screen space, at which to draw the Weapon debug data. y integer <optional> 32 The coordinate, in screen space, at which to draw the Weapon debug data. debugBodies boolean

Tween#yoyo()

yoyo(enable, yoyoDelay, index) → {Phaser.Tween} A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.Used in combination with repeat you can create endless loops.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to yoyo.If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.If you wish to y

InputHandler#justOver()

justOver(pointerId, delay) → {boolean} Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) Parameters Name Type Argument Default Description pointerId integer <optional> 0 delay number The time below which the pointer is considered as just over. Returns boolean - Source code: input/InputHandler.js (Line 1275)

FlexLayer#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Cache.TEXTURE

[static] TEXTURE : number Source code: loader/Cache.js (Line 136)