Physics.Arcade.Body#maxAngular

maxAngular : number The maximum angular velocity in degrees per second that the Body can reach. Default Value 1000 Source code: physics/arcade/Body.js (Line 276)

Sound#destroy()

destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager. Parameters Name Type Argument Default Description remove boolean <optional> true If true this Sound is automatically removed from the SoundManager. Source code: sound/Sound.js (Line 1035)

Physics.Arcade.Body#center

[readonly] center : Phaser.Point The center coordinate of the Physics Body. Source code: physics/arcade/Body.js (Line 139)

Math#clamp()

clamp(v, min, max) → {number} Force a value within the boundaries by clamping it to the range min, max. Parameters Name Type Description v float The value to be clamped. min float The minimum bounds. max float The maximum bounds. Returns number - The clamped value. Source code: math/Math.js (Line 1028)

SpriteBatch#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Utils.Debug#geom()

geom(object, color, filled) Renders a Rectangle. Parameters Name Type Argument Default Description object Phaser.Rectangle | object The geometry object to render. color string <optional> Color of the debug info to be rendered (format is css color string). filled boolean <optional> true Render the objected as a filled (default, true) or a stroked (false) Source code: utils/Debug.js (Line 645)

Color.getGreen()

<static> getGreen(color) → {number} Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255. Parameters Name Type Description color number In the format 0xAARRGGBB. Returns number - The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green). Source code: utils/Color.js (Line 966)

Physics.P2.BodyDebug#BodyDebug

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.So use sparingly and rarely (if ever) in production code. Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If youmanipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you willneed to manually

Mouse#onMouseDown()

onMouseDown(event) The internal method that handles the mouse down event from the browser. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 296)

SpriteBatch#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre