SinglePad#processAxisChange()

processAxisChange(axisState) Handles changes in axis. Parameters Name Type Description axisState object State of the relevant axis Source code: input/SinglePad.js (Line 327)

Gamepad#Gamepad

new Gamepad(game) The Gamepad class handles gamepad input and dispatches gamepad events. Remember to call gamepad.start(). HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports itvia prefs flags (about:config, search gamepad). The browsers map the same controllers differently.This class has constants for Windows 7 Chrome mapping of XBOX 360 controller. Parameters Name Type Description ga

Camera#fade()

fade(color, duration, force) → {boolean} This creates a camera fade effect. It works by filling the game with thecolor specified, over the duration given, ending with a solid fill. You can use this for things such as transitioning to a new scene. The game will be left 'filled' at the end of this effect, likely obscuringeverything. In order to reset it you can call Camera.resetFX and it will clear thefade. Or you can call Camera.flash with the same color as the fade, and it willreverse the pro

CanvasRenderer#resize()

resize(width, height) Resizes the canvas view to the specified width and height Parameters Name Type Description width Number the new width of the canvas view height Number the new height of the canvas view Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 216)

Weapon#fire()

fire(from, x, y) → {Phaser.Bullet} Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,then this method returns false. It will also return false if not enough time has expired since the last timethe Weapon was fired, as defined in the Weapon.fireRate property. Otherwise the first available bullet is selected and launched. The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed

Particles.Arcade.Emitter#setXSpeed()

setXSpeed(min, max) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the X velocity range of the emitter. Parameters Name Type Argument Default Description min number <optional> 0 The minimum value for this range. max number <optional> 0 The maximum value for this range. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 711)

Physics.Arcade.Body#syncBounds

syncBounds : boolean If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer,or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimen

BitmapData#blendSourceAtop()

blendSourceAtop() → {Phaser.BitmapData} Sets the blend mode to 'source-atop' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2091)

Graphics#blendMode

blendMode : number The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode. Default Value PIXI.blendModes.NORMAL; Source code: pixi/primitives/Graphics.js (Line 61)

Time#suggestedFps

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated if Time.advancedTiming is enabled. Note: This is not available until after a few frames have passed; until thenit's set to the same value as desiredFps. Source code: time/Time.js (Line 149)