Physics.P2.BodyDebug#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

World#_height

_height Properties: Name Type Description height number The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension. Source code: core/World.js (Line 51)

Animation#killOnComplete

killOnComplete : boolean Should the parent of this Animation be killed when the animation completes? Source code: animation/Animation.js (Line 74)

Physics.P2.BodyDebug#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)

Line#midPoint()

midPoint(out) → {Phaser.Point} Returns a Point object where the x and y values correspond to the center (or midpoint) of the Line segment. Parameters Name Type Argument Description out Phaser.Point <optional> A Phaser.Point object into which the result will be populated. If not given a new Point object is created. Returns Phaser.Point - A Phaser.Point object with the x and y values set to the center of the line segment. Source code: geom/Line.js (Line 182)

Point#ceil()

ceil() → {Phaser.Point} Math.ceil() both the x and y properties of this Point. Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 463)

Point#cross()

cross(a) → {number} The cross product of this and another Point object. Parameters Name Type Description a Phaser.Point The Point object to get the cross product combined with this Point. Returns number - The result. Source code: geom/Point.js (Line 402)

FlexLayer#checkAll()

checkAll(key, value, checkAlive, checkVisible, force) Quickly check that the same property across all children of this group is equal to the given value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children. Parameters Name Type Argument Default Description key string The property, as a string, to be set. For example: 'body.velocity.x' value any The value that will be checked. checkAli

Button#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Particles.Arcade.Emitter#Emitter

new Emitter(game, x, y, maxParticles) Emitter is a lightweight particle emitter that uses Arcade Physics.It can be used for one-time explosions or for continuous effects like rain and fire.All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. x number <optional> 0 The x coordinate within the Emitter that the particles a