DOM.inLayoutViewport()

<static> inLayoutViewport(element, cushion) → {boolean} Tests if the given DOM element is within the Layout viewport. The optional cushion parameter allows you to specify a distance. inLayoutViewport(element, 100) is true if the element is in the viewport or 100px near it.inLayoutViewport(element, -100) is true if the element is in the viewport or at least 100px near it. Parameters Name Type Argument Description element DOMElement | Object The DOM element to check. If no element i

Particles.Arcade.Emitter#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

Physics.P2#createGearConstraint()

createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint} Creates a constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. angle number <optional> 0 The relative angle ratio number <optional> 1 The gear ratio.

Particles.Arcade.Emitter#setYSpeed()

setYSpeed(min, max) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the Y 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 730)

Point#clampX()

clampX(min, max) → {Phaser.Point} Clamps the x value of this Point to be between the given min and max. Parameters Name Type Description min number The minimum value to clamp this Point to. max number The maximum value to clamp this Point to. Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 170)

Particles.Arcade.Emitter#resetChild()

resetChild(child, x, y, key, frame) → {DisplayObject} Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it. If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it. The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values. Parameters Name Type Argument Description child DisplayObject The child to reset and/or load the texture on. x number <o

Utils.Debug#bodyInfo()

bodyInfo(sprite, x, y, color) Render a Sprites Physic Body information. Parameters Name Type Argument Default Description sprite Phaser.Sprite The sprite to be rendered. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 781)

Physics.P2.BodyDebug#draw()

draw() Draws the P2 shapes to the Graphics object. Source code: physics/p2/BodyDebug.js (Line 85)

Particle#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

Rope#deltaZ

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now and in the previous frame. The delta value. Inherited From Phaser.Component.Delta#deltaZ Source code: gameobjects/components/Delta.js (Line 58)