Video#startMediaStream()

startMediaStream(captureAudio, width, height) → {Phaser.Video} Instead of playing a video file this method allows you to stream video data from an attached webcam. As soon as this method is called the user will be prompted by their browser to "Allow" access to the webcam.If they allow it the webcam feed is directed to this Video. Call Video.play to start the stream. If they block the webcam the onError signal will be dispatched containing the NavigatorUserMediaErroror MediaStreamError event.

Physics.P2#createLockConstraint()

createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint} Locks the relative position between two bodies. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. offset Array <optional> The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e:

Video#stop()

stop() → {Phaser.Video} Stops the video playing. This removes all locally set signals. If you only wish to pause playback of the video, to resume at a later time, use Video.paused = true instead.If the video hasn't finished downloading calling Video.stop will not abort the download. To do that you need tocall Video.destroy instead. If you are using a video stream from a webcam then calling Stop will disconnect the MediaStream session and disable the webcam. Returns Phaser.Video - This Vi

DisplayObjectContainer#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Source code: pixi/display/DisplayObjectContainer.js (Line 55)

DOM.inLayoutViewport()

<static> inLayoutViewport(element, cushion) → {boolean} Tests if the given DOM element is within the Layout viewport. The optional cushion parameter allows you to specify a distance. inLayoutViewport(element, 100) is true if the element is in the viewport or 100px near it.inLayoutViewport(element, -100) is true if the element is in the viewport or at least 100px near it. Parameters Name Type Argument Description element DOMElement | Object The DOM element to check. If no element i

TilemapLayer#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

Tilemap#tiles

tiles :array The super array of Tiles. Source code: tilemap/Tilemap.js (Line 115)

Physics.P2.Body#addCapsule()

addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule} Adds a Capsule shape to this Body.You can control the offset from the center of the body and the rotation. Parameters Name Type Argument Default Description length number The distance between the end points in pixels. radius number Radius of the capsule in pixels. offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <optional>

RetroFont#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Inherited From PIXI.RenderTexture#renderer Source code: pixi/textures/RenderTexture.js (Line 99)

FlexLayer#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an