TileSprite#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

State#resumed()

resumed() This method will be called when the core game loop resumes from a paused state. Source code: core/State.js (Line 205)

ArraySet#getByKey()

getByKey(property, value) → {any} Gets an item from the set based on the property strictly equaling the value given.Returns null if not found. Parameters Name Type Description property string The property to check against the value. value any The value to check if the property strictly equals. Returns any - The item that was found, or null if nothing matched. Source code: utils/ArraySet.js (Line 70)

Circle#setTo()

setTo(x, y, diameter) → {Circle} Sets the members of Circle to the specified values. Parameters Name Type Description x number The x coordinate of the center of the circle. y number The y coordinate of the center of the circle. diameter number The diameter of the circle. Returns Circle - This circle object. Source code: geom/Circle.js (Line 109)

BitmapData#rect()

rect(x, y, width, height, fillStyle) → {Phaser.BitmapData} Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size. Parameters Name Type Argument Description x number The x coordinate of the top-left of the Rectangle. y number The y coordinate of the top-left of the Rectangle. width number The width of the Rectangle. height number The height of the Rectangle. fillStyle string <optional> If set the context fillStyle will be

Matrix#scale()

scale(x, y) → {Phaser.Matrix} Applies a scale transformation to this matrix. Parameters Name Type Description x number The amount to scale horizontally. y number The amount to scale vertically. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 297)

Point#rotate()

rotate(x, y, angle, asDegrees, distance) → {Phaser.Point} Rotates this Point around the x/y coordinates given to the desired angle. Parameters Name Type Argument Default Description x number The x coordinate of the anchor point. y number The y coordinate of the anchor point. angle number The angle in radians (unless asDegrees is true) to rotate the Point to. asDegrees boolean <optional> false Is the given angle in radians (false) or degrees (true)? distance numb

AnimationManager#stop()

stop(name, resetFrame) Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.The currentAnim property of the AnimationManager is automatically set to the animation given. Parameters Name Type Argument Default Description name string <optional> null The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped. resetFrame boolean <optional> false

FlexLayer#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

Device#desktop

desktop : boolean Is running on a desktop? Source code: utils/Device.js (Line 52)