Component.InCamera#InCamera

new InCamera() The InCamera component checks if the Game Object intersects with the Game Camera. Source code: gameobjects/components/InCamera.js (Line 12)

Strip#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)

ScaleManager#fullScreenTarget

fullScreenTarget :DOMElement If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.The target element must have the correct CSS styling and contain the Display canvas. The elements style will be modified (ie. the width and height might be set to 100%)but it will not be added to, removed from, or repositioned within the DOM.An attempt is made to restore relevant style changes when fullscreen mode is left. For pre-2.2.0 behavior set game.scale.fullScree

Tween#Tween

new Tween(target, game, manager) A Tween allows you to alter one or more properties of a target object over a defined period of time.This can be used for things such as alpha fading Sprites, scaling them or motion.Use Tween.to or Tween.from to set-up the tween values. You can create multiple tweens on the same objectby calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become "child" tweens andare played through in sequence. You can use Tween.timeScale

Video#onError

onError : Phaser.Signal This signal is dispatched if an error occurs either getting permission to use the webcam (for a Video Stream) or when trying to play back a video file. Source code: gameobjects/Video.js (Line 106)

WebGLRenderer#renderDisplayObject()

renderDisplayObject(displayObject, projection, buffer) Renders a Display Object. Parameters Name Type Description displayObject DisplayObject The DisplayObject to render projection Point The projection buffer Array a standard WebGL buffer Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 278)

World#centerX

[readonly] centerX : number Gets the X position corresponding to the center point of the world. Source code: core/World.js (Line 293)

TilemapLayer#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

World#randomX

[readonly] randomX : number Gets a random integer which is lesser than or equal to the current width of the game world. Source code: core/World.js (Line 319)

Group#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal