InputHandler#pointerDown()

pointerDown(pointerId) → {boolean} If the Pointer is down this returns true.This only checks if the Pointer is down, not if it's down over any specific Sprite. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns boolean - True if the given pointer is down, otherwise false. Source code: input/InputHandler.js (Line 539)

TilemapLayer#resizeWorld()

resizeWorld() Sets the world size to match the size of this layer. Source code: tilemap/TilemapLayer.js (Line 402)

SpriteBatch#getAt()

getAt(index) → {DisplayObject | integer} Returns the child found at the given index within this group. Parameters Name Type Description index integer The index to return the child from. Returns DisplayObject | integer - The child that was found at the given index, or -1 for an invalid index. Inherited From Phaser.Group#getAt Source code: core/Group.js (Line 524)

Game#preserveDrawingBuffer

preserveDrawingBuffer : boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering. Source code: core/Game.js (Line 108)

World#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Physics.P2#getBodies()

getBodies() → {array.<Phaser.Physics.P2.Body>} Populates and returns an array with references to of all current Bodies in the world. Returns array.<Phaser.Physics.P2.Body> - An array containing all current Bodies in the world. Source code: physics/p2/World.js (Line 1266)

InputHandler#justOut()

justOut(pointerId, delay) → {boolean} Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) Parameters Name Type Argument Default Description pointerId integer <optional> 0 delay number The time below which the pointer is considered as just out. Returns boolean - Source code: input/InputHandler.js (Line 1292)

TilingSprite#TilingSprite

new TilingSprite(texture, width, height) A tiling sprite is a fast way of rendering a tiling image Parameters Name Type Description texture PIXI.Texture the texture of the tiling sprite width Number the width of the tiling sprite height Number the height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 5)

InputHandler#InputHandler

new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite. Parameters Name Type Description sprite Phaser.Sprite The Sprite object to which this Input Handler belongs. Source code: input/InputHandler.js (Line 14)

Physics.P2.RevoluteConstraint#RevoluteConstraint

new RevoluteConstraint(world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) Connects two bodies at given offset points, letting them rotate relative to each other around this point.The pivot points are given in world (pixel) coordinates. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. pivotA Float32Array The point relative to the center of mass of bodyA which bodyA is constraine