Physics.Arcade#overlap()

overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean} Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.Both the first and second parameter can be arrays of objects, of differing types.If two arrays are pass

Sound#play()

play(marker, position, volume, loop, forceRestart) → {Phaser.Sound} Play this sound, or a marked section of it. Parameters Name Type Argument Default Description marker string <optional> '' If you want to play a marker then give the key here, otherwise leave blank to play the full sound. position number <optional> 0 The starting position to play the sound from - this is ignored if you provide a marker. volume number <optional> 1 Volume of the sound you want t

Timer#running

[readonly] running : boolean True if the Timer is actively running. Do not modify this boolean - use pause (and resume) to pause the timer. Source code: time/Timer.js (Line 39)

Physics.Ninja#bounds

bounds : Phaser.Rectangle The bounds inside of which the physics world exists. Defaults to match the world bounds. Source code: physics/ninja/World.js (Line 49)

Tile#worldX

worldX Properties: Name Type Description x number The x map coordinate of this tile. Source code: tilemap/Tile.js (Line 54)

Particle#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

FlexGrid#createFixedLayer()

createFixedLayer(children) → {Phaser.FlexLayer} A fixed layer is centered on the game and is the size of the required dimensions and is never scaled. Parameters Name Type Argument Description children Array.<PIXI.DisplayObject> <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 194)

Physics.Ninja#enableTile()

enableTile(object, id, children) This will create a Ninja Physics Tile body on the given game object. There are 34 different types of tile you can create, including 45 degree slopes,convex and concave circles and more. The id parameter controls which Tile type is created, but you can also change it at run-time.Note that for all degree based tile types they need to have an equal width and height. If the given object doesn't have equal width and height it will use the width.A game object can on

Ellipse#Ellipse

new Ellipse(x, y, width, height) Creates a Ellipse object. A curve on a plane surrounding two focal points. Parameters Name Type Argument Default Description x number <optional> 0 The X coordinate of the upper-left corner of the framing rectangle of this ellipse. y number <optional> 0 The Y coordinate of the upper-left corner of the framing rectangle of this ellipse. width number <optional> 0 The overall width of this ellipse. height number <optional>

SpriteBatch#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)