DeviceButton#justPressed()

justPressed(duration) → {boolean} Returns the "just pressed" state of this button.Just pressed is considered true if the button was pressed down within the duration given (default 250ms). Parameters Name Type Argument Default Description duration number <optional> 250 The duration in ms below which the button is considered as being just pressed. Returns boolean - True if the button is just pressed otherwise false. Source code: input/DeviceButton.js (Line 228)

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

Image#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Matrix#a

a : number Default Value 1 Source code: geom/Matrix.js (Line 39)

Input#pointers

[readonly] pointers : Array.<Phaser.Pointer> An array of non-mouse pointers that have been added to the game.The properties pointer1..N are aliases for pointers[0..N-1]. Type Array.<Phaser.Pointer> Source code: input/Input.js (Line 214)

Particles.Arcade.Emitter#revive()

revive() → {Phaser.Particles.Arcade.Emitter} Handy for bringing game objects "back to life". Just sets alive and exists back to true. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 423)

Particles.Arcade.Emitter#addAt()

addAt(child, index, silent) → {DisplayObject} Adds an existing object to this group. The child is added to the group at the location specified by the index value, this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Argument Default Descr

Physics.Ninja.Body#deltaAbsY()

deltaAbsY() → {number} Returns the absolute delta y value. Returns number - The absolute delta value. Source code: physics/ninja/Body.js (Line 391)

Circle#getBounds()

getBounds() → {Phaser.Rectangle} Returns the framing rectangle of the circle as a Phaser.Rectangle object. Returns Phaser.Rectangle - The bounds of the Circle. Source code: geom/Circle.js (Line 97)

ScaleManager#bounds

[readonly] bounds : Phaser.Rectangle The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height. Source code: core/ScaleManager.js (Line 342)