Easing.Elastic#In()

In(k) → {number} Elastic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 395)

Graphics#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

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)

BitmapData#update()

update(x, y, width, height) → {Phaser.BitmapData} This re-creates the BitmapData.imageData from the current context.It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.If not given the dimensions defaults to the full size of the context. Warning: This is a very expensive operation, so use it sparingly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the image data area to grab

Physics.P2.Body#id

[readonly] id : number The Body ID. Each Body that has been added to the World has a unique ID. Source code: physics/p2/Body.js (Line 1905)

Cache#getSound()

getSound(key) → {Phaser.Sound} Gets a Phaser.Sound object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns Phaser.Sound - The sound object. Source code: loader/Cache.js (Line 1136)

RandomDataGenerator#sow()

sow(seeds) Reset the seed of the random data generator. Note: the seed array is only processed up to the first undefined (or null) value, should such be present. Parameters Name Type Description seeds Array.<any> The array of seeds: the toString() of each value is used. Source code: math/RandomDataGenerator.js (Line 83)

Cache#addImage()

addImage(key, url, data) → {object} Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was

QuadTree#retrieve()

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle. Parameters Name Type Description source Phaser.Sprite | Phaser.Rectangle The source object to check the QuadTree against. Either a Sprite or Rectangle. Returns array - Array with all detected objects. Source code: math/QuadTree.js (Line 247)

TilemapLayer#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager