Physics.P2#onContactMaterialAdded

onContactMaterialAdded : Phaser.Signal This signal is dispatched when a Contact Material is added to the World. It sends 1 argument: material which is the Phaser.Physics.P2.ContactMaterial that was added to the world. Source code: physics/p2/World.js (Line 151)

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)

Stage#disableVisibilityChange

disableVisibilityChange : boolean By default if the browser tab loses focus the game will pause.You can stop that behavior by setting this property to true.Note that the browser can still elect to pause your game if it wishes to do so,for example swapping to another browser tab. This will cause the RAF callback to halt,effectively pausing your game, even though no in-game pause event is triggered if you enable this property. Source code: core/Stage.js (Line 40)

Sprite#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Keyboard#onDownCallback

onDownCallback : Function This callback is invoked every time a key is pressed down, including key repeats when a key is held down. Source code: input/Keyboard.js (Line 53)

ArrayUtils.rotateMatrix()

<static> rotateMatrix(matrix, direction) → {Array.<Array.<any>>} Rotates the given matrix (array of arrays). Based on the routine from http://jsfiddle.net/MrPolywhirl/NH42z/. Parameters Name Type Description matrix Array.<Array.<any>> The array to rotate; this matrix may be altered. direction number | string The amount to rotate: the rotation in degrees (90, -90, 270, -270, 180) or a string command ('rotateLeft', 'rotateRight' or 'rotate180'). Returns A