Creature#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

Text#clearColors()

clearColors() → {Phaser.Text} Clears any text fill or stroke colors that were set by addColor or addStrokeColor. Returns Phaser.Text - This Text instance. Source code: gameobjects/Text.js (Line 797)

Pointer#backButton

backButton : Phaser.DeviceButton If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property. The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grainedbutton control. Please see the DeviceButton docs for details on browser button limitations. Source code: input/Pointer.js (Line 120)

BitmapData#addToWorld()

addToWorld(x, y, anchorX, anchorY, scaleX, scaleY) → {Phaser.Image} Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate to place the Image at. y number <optional> 0 The y coordinate to place the Image at. anchorX number <optional> 0 Set the x anchor point of the Image. A value between 0 and 1, where 0 is the

Color.RGBtoHSV()

<static> RGBtoHSV(r, g, b, out) → {object} Converts an RGB color value to HSV (hue, saturation and value).Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].Based on code by Michael Jackson (https://github.com/mjijackson) Parameters Name Type Argument Description r number The red color component, in the range 0 - 255. g number The green color component, in the range

BitmapText#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)

DeviceButton#duration

[readonly] duration : number How long the button has been held down for in milliseconds.If not currently down it returns -1. Source code: input/DeviceButton.js (Line 300)

Sprite#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

TileSprite#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

global#POINTER

<constant> POINTER : integer Game Object type. Source code: Phaser.js (Line 227)