BitmapData#resize()

resize(width, height) → {Phaser.BitmapData} Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer. Parameters Name Type Description width integer The new width of the BitmapData. height integer The new height of the BitmapData. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 552)

BitmapData#clear()

clear(x, y, width, height) → {Phaser.BitmapData} Clears the BitmapData context using a clearRect. You can optionally define the area to clear.If the arguments are left empty it will clear the entire canvas. You may need to call BitmapData.update after this in order to clear out the pixel data,but Phaser will not do this automatically for you. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the area to clear. y number &

BitmapData#blendSourceOver()

blendSourceOver() → {Phaser.BitmapData} Sets the blend mode to 'source-over' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2052)

BitmapData#textureLine()

textureLine(line, image, repeat) → {Phaser.BitmapData} Takes the given Line object and image and renders it to this BitmapData as a repeating texture line. Parameters Name Type Argument Default Description line Phaser.Line A Phaser.Line object that will be used to plot the start and end of the line. image string | Image The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image. repeat string <optional> 'repeat-x' The pattern repeat

BitmapData#render()

render() → {Phaser.BitmapData} If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.If you wish to suppress this functionality set BitmapData.disableTextureUpload to true. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2004)

Particle#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

FlexLayer#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

TilemapLayer#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Easing.Elastic#InOut()

InOut(k) → {number} Elastic ease-in/out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 431)

Physics.Ninja.AABB#reportCollisionVsWorld()

reportCollisionVsWorld(px, py, dx, dy) Process a world collision and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 202)