Circle#contains()

contains(x, y) → {boolean} Return true if the given x/y coordinates are within this Circle object. Parameters Name Type Description x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this circle, otherwise false. Source code: geom/Circle.js (Line 192)

Gamepad#isDown()

isDown(buttonCode) → {boolean} Returns true if the button is currently pressed down, on ANY gamepad. Parameters Name Type Description buttonCode number The buttonCode of the button to check for. Returns boolean - True if a button is currently down. Source code: input/Gamepad.js (Line 457)

TilemapParser.getEmptyData()

<static> getEmptyData() → {object} Returns an empty map data object. Returns object - Generated map data. Source code: tilemap/TilemapParser.js (Line 135)

Rope#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

World#z

[readonly] z : integer The z-depth value of this object within its parent container/Group - the World is a Group as well.This value must be unique for each child in a Group. Inherited From Phaser.Group#z Source code: core/Group.js (Line 57)

Circle.contains()

<static> contains(a, x, y) → {boolean} Return true if the given x/y coordinates are within the Circle object. Parameters Name Type Description a Phaser.Circle The Circle to be checked. x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this circle, otherwise false. Source code: geom/Circle.js (Line 458)

Bullet#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

Events#onDestroy

onDestroy : Phaser.Signal This signal is dispatched when the Game Object is destroyed.This happens when Sprite.destroy() is called, or Group.destroy() with destroyChildren set to true.It is sent one argument:{any} The Game Object that was destroyed. Source code: gameobjects/components/Events.js (Line 109)

StateManager#clearCurrentState()

clearCurrentState() This method clears the current State, calling its shutdown callback. The process also removes any active tweens,resets the camera, resets input, clears physics, removes timers and if set clears the world and cache too. Source code: core/StateManager.js (Line 378)

Rectangle#ceilAll()

ceilAll() Runs Math.ceil() on the x, y, width and height values of this Rectangle. Source code: geom/Rectangle.js (Line 174)