SpriteBatch#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

Cache#checkURL()

checkURL(url) → {boolean} Checks if the given URL has been loaded into the Cache.This method will only work if Cache.autoResolveURL was set to true before any preloading took place.The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefoxwhich may cause double-load instances. Parameters Name Type Description url string The url to check for in the cache. Returns boolean - True if the url exists, otherwise fa

Rectangle#randomY

randomY : number A random value between the top and bottom values (inclusive) of the Rectangle. Source code: geom/Rectangle.js (Line 661)

Matrix#append()

append(matrix) → {Phaser.Matrix} Appends the given Matrix to this Matrix. Parameters Name Type Description matrix Phaser.Matrix The matrix to append to this one. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 345)

Line#reflect()

reflect(line) → {number} Returns the reflected angle between two lines.This is the outgoing angle based on the angle of this line and the normalAngle of the given line. Parameters Name Type Description line Phaser.Line The line to reflect off this line. Returns number - The reflected angle in radians. Source code: geom/Line.js (Line 168)

WebGLBlendModeManager#WebGLBlendModeManager

new WebGLBlendModeManager(gl) Parameters Name Type Description gl WebGLContext the current WebGL drawing context Source code: pixi/renderers/webgl/utils/WebGLBlendModeManager.js (Line 5)

Physics.Arcade.Body#dirty

dirty : boolean If this Body in a preUpdate (true) or postUpdate (false) state? Source code: physics/arcade/Body.js (Line 402)

Image#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Time#suggestedFps

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated if Time.advancedTiming is enabled. Note: This is not available until after a few frames have passed; until thenit's set to the same value as desiredFps. Source code: time/Time.js (Line 149)

SpriteBatch#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)