Physics.Ninja.Tile#collideWorldBounds()

collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body. Source code: physics/ninja/Tile.js (Line 153)

World#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

Animation#frameTotal

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. Source code: animation/Animation.js (Line 726)

Graphics#lineTo()

lineTo(x, y) → {PIXI.Graphics} Draws a line using the current line style from the current drawing position to (x, y);The current drawing position is then set to (x, y). Parameters Name Type Description x Number the X coordinate to draw to y Number the Y coordinate to draw to Returns PIXI.Graphics - Source code: pixi/primitives/Graphics.js (Line 198)

FlexLayer#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

World#name

name : string A name for this group. Not used internally but useful for debugging. Inherited From Phaser.Group#name Source code: core/Group.js (Line 49)

Animation#complete()

complete() Called internally when the animation finishes playback.Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event. Source code: animation/Animation.js (Line 642)

Rectangle#clone()

clone(output) → {Phaser.Rectangle} Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. Parameters Name Type Argument Description output Phaser.Rectangle <optional> Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. Returns Phaser.Rectangle - Source code: geom/Rectangle.js (Line 259)

ScaleManager#setMinMax()

setMinMax(minWidth, minHeight, maxWidth, maxHeight) Set the min and max dimensions for the Display canvas. Note: The min/max dimensions are only applied in some cases When the device is not in an incorrect orientation; or The scale mode is EXACT_FIT when not in fullscreen Parameters Name Type Argument Description minWidth number The minimum width the game is allowed to scale down to. minHeight number The minimum height the game is allowed to scale down to. maxWidth number <opti

Sprite#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)