BitmapData#blendLuminosity()

blendLuminosity() → {Phaser.BitmapData} Sets the blend mode to 'luminosity' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2364)

RoundedRectangle#contains()

contains(x, y) → {boolean} Determines whether the specified coordinates are contained within the region defined by this Rounded Rectangle object. Parameters Name Type Description x number The x coordinate of the point to test. y number The y coordinate of the point to test. Returns boolean - A value of true if the RoundedRectangle Rectangle object contains the specified point; otherwise false. Source code: geom/RoundedRectangle.js (Line 75)

Pointer#isUp

isUp : boolean If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true.If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp. Default Value true Source code: input/Pointer.js (Line 263)

Weapon#bulletFrameCycle

bulletFrameCycle : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionallychose for each Bullet fired to use the next frame in the set. The frame index is thenadvanced one frame until it reaches the end of the set, then it starts from the startagain. Cycling frames like this allows you to create varied bullet effects viasprite sheets. Source code: plugins/weapon/WeaponPlugin.js (Line 129)

Weapon#Weapon

new Weapon(game, parent) The Weapon Plugin provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of Weapon.bullets, which is a Phaser.Group instance. Anything youcan usually do with a Group, such as move it around the display list, iterate it, etc can be doneto the bullets

SpriteBatch#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Group#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

World#bounds

bounds : Phaser.Rectangle The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.However 0,0 is actually the center of the world, and if you rotate or scale the world all o

Creature#Creature

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. It allows you to display animated Game Objects that were created with the Creature Automated Animation Tool. Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them

World#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)