Point.project()

<static> project(a, b, out) → {Phaser.Point} Project two Points onto another Point. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 700)

TileSprite#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

Group#sendToBack()

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below all other children. Parameters Name Type Description child any The child to send to the bottom of this group. Returns any - The child that was moved. Source code: core/Group.js (Line 926)

SpriteBatch#getFurthestFrom()

getFurthestFrom(object, callback, callbackContext) → {any} Get the child furthest away from the given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child,

Physics.Ninja.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/ninja/Body.js (Line 496)

Button#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Text#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

Color.getWebRGB()

<static> getWebRGB(color) → {string} Returns a CSS friendly string value from the given color. Parameters Name Type Description color number | Object Color in RGB (0xRRGGBB), ARGB format (0xAARRGGBB) or an Object with r, g, b, a properties. Returns string - A string in the format: 'rgba(r,g,b,a)' Source code: utils/Color.js (Line 908)

Button#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Physics.P2.RotationalSpring#RotationalSpring

new RotationalSpring(world, bodyA, bodyB, restAngle, stiffness, damping) Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. restAngle number <optional> The relative angle of bodies at which the spring is at rest. If not given, it