Text#addFontWeight()

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

RenderTexture#RenderTexture

new RenderTexture(width, height, renderer, scaleMode, resolution) A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. Hint: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: var renderTexture = new PIXI.Re

RenderTexture#setFrame()

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters Name Type Description frame Rectangle The frame of the texture to set it to Inherited From PIXI.Texture#setFrame Source code: pixi/textures/Texture.js (Line 178)

RequestAnimationFrame#RequestAnimationFrame

new RequestAnimationFrame(game, forceSetTimeOut) Abstracts away the use of RAF or setTimeOut for the core game update loop. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. forceSetTimeOut boolean <optional> false Tell Phaser to use setTimeOut even if raf is available. Source code: utils/RequestAnimationFrame.js (Line 15)

SpriteBatch#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

GameObjectFactory#emitter()

emitter(x, y, maxParticles) → {Phaser.Particles.Arcade.Emitter} Create a new Emitter. A particle emitter can be used for one-time explosions or forcontinuous effects like rain and fire. All it really does is launch Particle objects outat set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate within the Emitter that the particles are emitted from. y number <optional> 0

Physics.P2.PrismaticConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/PrismaticConstraint.js (Line 37)

Group#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

Physics.P2.BodyDebug#updateSpriteTransform()

updateSpriteTransform() Core update. Source code: physics/p2/BodyDebug.js (Line 72)

Physics.P2#mpxi()

mpxi(v) → {number} Convert p2 physics value (meters) to pixel scale and inverses it.By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1807)