Group#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

Filter#destroy()

destroy() Clear down this Filter and null out references Source code: core/Filter.js (Line 203)

Graphics#arc()

arc(cx, cy, radius, startAngle, endAngle, anticlockwise, segments) → {PIXI.Graphics} The arc method creates an arc/curve (used to create circles, or parts of circles). Parameters Name Type Description cx Number The x-coordinate of the center of the circle cy Number The y-coordinate of the center of the circle radius Number The radius of the circle startAngle Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) endAngle Number The ending angle,

Physics.P2#enableBody()

enableBody(object, debug) Creates a P2 Physics body on the given game object.A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled. Parameters Name Type Description object object The game object to create the physics body on. A body will only be created if this object has a null body property. debug boolean Create a debug object to go with this body? Source code: physics/p2/World.js (Line 372)

Physics.P2#mpx()

mpx(v) → {number} Convert p2 physics value (meters) to pixel scale.By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1777)

QuadTree#clear()

clear() Clear the quadtree. Source code: math/QuadTree.js (Line 295)

Rope#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Color.blendExclusion()

<static> blendExclusion(a, b) → {integer} Produces an effect similar to that of the Difference mode, but lower in contrast.Painting with white inverts the backdrop color; painting with black produces no change. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1127)

Weapon#fireAngle

fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any number from 0 to 360 inclusive, where 0 degrees is to the right. Source code: plugins/weapon/WeaponPlugin.js (Line 99)

Point#setMagnitude()

setMagnitude(magnitude) → {Phaser.Point} Alters the length of the Point without changing the direction. Parameters Name Type Description magnitude number The desired magnitude of the resulting Point. Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 345)