BitmapData#render()

render() → {Phaser.BitmapData} If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.If you wish to suppress this functionality set BitmapData.disableTextureUpload to true. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2004)

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

Physics.Ninja.AABB#reportCollisionVsWorld()

reportCollisionVsWorld(px, py, dx, dy) Process a world collision and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 202)

Color.blendAverage()

<static> blendAverage(a, b) → {integer} Takes the average of the source and backdrop colors. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1045)

WebGLRenderer#shaderManager

shaderManager : PIXI.WebGLShaderManager Deals with managing the shader programs and their attribs Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 132)

Point#x

x : number The x value of the point. Source code: geom/Point.js (Line 26)

World#onChildInputUp

onChildInputUp : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal,a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointeris still over the Sprite or not. Inherited From Phaser.Group#onChildIn

Particle#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

Component.Delta#Delta

new Delta() The Delta component provides access to delta values between the Game Objects current and previous position. Source code: gameobjects/components/Delta.js (Line 12)

DOM.getAspectRatio()

<static> getAspectRatio(object) → {number} Get the Visual viewport aspect ratio (or the aspect ratio of an object or element) Parameters Name Type Argument Default Description object DOMElement | Object <optional> (visualViewport) The object to determine the aspect ratio for. Must have public width and height properties or methods. Returns number - The aspect ratio. Source code: utils/DOM.js (Line 100)