RetroFont.TEXT_SET2

[static] TEXT_SET2 : string Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ Source code: gameobjects/RetroFont.js (Line 210)

Particles.Arcade.Emitter#cursor

cursor : DisplayObject The current display object that the group cursor is pointing to, if any. (Can be set manually.) The cursor is a way to iterate through the children in a Group using next and previous. Inherited From Phaser.Group#cursor Source code: core/Group.js (Line 138)

BitmapData#alphaMask()

alphaMask(source, mask, sourceRect, maskRect) → {Phaser.BitmapData} Draws the image onto this BitmapData using an image as an alpha mask. Parameters Name Type Argument Description source Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapData | Image | HTMLCanvasElement | string The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. mask Phaser.Sprite | Phaser.Image | Phaser

TilemapLayer#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Particles.Arcade.Emitter#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

Particles.Arcade.Emitter#countDead()

countDead() → {integer} Get the number of dead children in this group. Returns integer - The number of children flagged as dead. Inherited From Phaser.Group#countDead Source code: core/Group.js (Line 2338)

Physics.Ninja.AABB#collideAABBVsTile()

collideAABBVsTile(tile) Collides this AABB against a Tile. Parameters Name Type Description tile Phaser.Physics.Ninja.Tile The Tile to collide against. Source code: physics/ninja/AABB.js (Line 408)

CanvasRenderer#resize()

resize(width, height) Resizes the canvas view to the specified width and height Parameters Name Type Description width Number the new width of the canvas view height Number the new height of the canvas view Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 216)

Canvas.setUserSelect()

<static> setUserSelect(canvas, value) → {HTMLCanvasElement} Sets the user-select property on the canvas style. Can be used to disable default browser selection actions. Parameters Name Type Argument Description canvas HTMLCanvasElement The canvas to set the touch action on. value string <optional> The touch action to set. Defaults to 'none'. Returns HTMLCanvasElement - The source canvas. Source code: utils/Canvas.js (Line 85)

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)