Bullet#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

SoundManager#game

game : Phaser.Game Local reference to game. Source code: sound/SoundManager.js (Line 31)

Canvas.setBackgroundColor()

<static> setBackgroundColor(canvas, color) → {HTMLCanvasElement} Sets the background color behind the canvas. This changes the canvas style property. Parameters Name Type Argument Default Description canvas HTMLCanvasElement The canvas to set the background color on. color string <optional> 'rgb(0,0,0)' The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color. Returns HTMLCanvasElement - Returns the source canvas. Source code: u

Text#addFontStyle()

addFontStyle(style, position) → {Phaser.Text} Set specific font styles for certain characters within the Text. It works by taking a font style value, which is a typical string such as normal, italic or oblique.The position value is the index of the character in the Text string to start applying this font style to.Once set the font style remains in use until either another font style or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addFontStyle(

RetroFont.TEXT_SET10

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ Source code: gameobjects/RetroFont.js (Line 266)

Line#clone()

clone(output) → {Phaser.Line} Returns a new Line object with the same values for the start and end properties as this Line object. Parameters Name Type Description output Phaser.Line Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned. Returns Phaser.Line - The cloned Line object. Source code: geom/Line.js (Line 336)

Line#coordinatesOnLine()

coordinatesOnLine(stepRate, results) → {array} Using Bresenham's line algorithm this will return an array of all coordinates on this line.The start and end points are rounded before this runs as the algorithm works on integers. Parameters Name Type Argument Default Description stepRate number <optional> 1 How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc. results array <optional> The array to store the results in. If not pr

Physics.P2.BodyDebug#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

RetroFont#characterWidth

characterWidth : number The width of each character in the font set. Source code: gameobjects/RetroFont.js (Line 40)

BitmapData#getBounds()

getBounds(rect) → {Phaser.Rectangle} Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels. Parameters Name Type Argument Description rect Phaser.Rectangle <optional> If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created. Returns Phaser.Rectangl