Physics.Ninja#convertTilemap()

convertTilemap(map, layer, slopeMap) → {array} Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics tiles.Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc.Every time you call this method it will destroy any previously created bodies and remove them from the world.Therefore understand it's a very expensive operation and not to be done in a core game update loop. I

Physics.Arcade#moveToPointer()

moveToPointer(displayObject, speed, pointer, maxTime) → {number} Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target.

Physics.P2#removeBodyNextStep()

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters Name Type Description body Phaser.Physics.P2.Body The body to remove at the start of the next step. Source code: physics/p2/World.js (Line 283)

Physics.P2.BodyDebug#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut 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 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOut Source code: core/Group.js (Line 198)

Physics.P2.BodyDebug#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)

Physics.P2.BodyDebug#getByName()

getByName(name) → {any} Searches the Group for the first instance of a child with the nameproperty matching the given argument. Should more than one child havethe same name only the first instance is returned. Parameters Name Type Description name string The name to search for. Returns any - The first child with a matching name, or null if none were found. Inherited From Phaser.Group#getByName Source code: core/Group.js (Line 1042)

Physics.P2.BodyDebug#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)

SoundManager#muteOnPause

muteOnPause : boolean Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),or set to false to keep audio playing, regardless of the game pause state. You may need todo this should you wish to control audio muting via external DOM buttons or similar. Default Value true Source code: sound/SoundManager.js (Line 105)

Particles.Arcade.Emitter#setSize()

setSize(width, height) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the width and height of the emitter. Parameters Name Type Description width number The desired width of the emitter (particles are spawned randomly within these dimensions). height number The desired height of the emitter. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 694)

BitmapText#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)