Group#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

Physics.P2.FixtureList#setMaterial()

setMaterial(material, fixtureKey) Parameters Name Type Description material Object The contact material for a fixture fixtureKey string Only apply to the fixture with the given key Source code: physics/p2/FixtureList.js (Line 108)

Bullet#Bullet

new Bullet(game, x, y, key, frame) Create a new Bullet object. Bullets are used by the Phaser.Weapon class, and are normal Sprites,with a few extra properties in the data object to handle Weapon specific features. Parameters Name Type Description game Phaser.Game A reference to the currently running game. x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at. key string | Phaser.RenderTexture | Ph

Image#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

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)

Graphics#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

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,

SpriteBatch#pendingDestroy

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy methodcalled on the next logic update.You can set it directly to flag the Group to be destroyed on its next update. This is extremely useful if you wish to destroy a Group from within one of its own callbacksor a callback of one of its children. Inherited From Phaser.Group#pendingDestroy Source code: core/Group.js (Line 119)

Graphics#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Rope#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type