Rectangle#copyTo()

copyTo(source) → {object} Copies the x, y, width and height properties from this Rectangle to any given object. Parameters Name Type Description source any The object to copy to. Returns object - This object. Source code: geom/Rectangle.js (Line 199)

Physics#enable()

enable(object, system, debug) This will create a default physics body on the given game object or array of objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.It can be for any of the physics systems that have been started: Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loadin

AnimationParser.JSONData()

<static> JSONData(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Array format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 93)

Physics.P2.BodyDebug#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

AnimationParser.JSONDataHash()

<static> JSONDataHash(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in JSON Hash format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 204)

Graphics#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

AnimationParser.JSONDataPyxel()

<static> JSONDataPyxel(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Pyxel JSON format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 147)

Image#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within 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#moveDown Source

World#moveDown()

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at the bottom. Parameters Name Type Description child any The child to move down in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveDown Source code: core/Group.js (Line 969)

AnimationParser.spriteSheet()

<static> spriteSheet(game, key, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.FrameData} Parse a Sprite Sheet and extract the animation frame data from it. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. key string | Image The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element. frameWidth number The fixed width of each frame of the animation. frameHeight number