Point.distance()

<static> distance(a, b, round) → {number} Returns the euclidian distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties). Parameters Name Type Argument Default Description a object The target object. Must have visible x and y properties that represent the center of the object. b object The target object. Must have visible x and y properties that represent the center of the object. round boolean <optional> false R

FlexLayer#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Inherited From Phaser.Group#countLiving Source code: core/Group.js (Line 2326)

Time#physicsElapsed

physicsElapsed : number The physics update delta, in fractional seconds. This should be used as an applicable multiplier by all logic update steps (eg. preUpdate/postUpdate/update)to ensure consistent game timing. Game/logic timing can drift from real-world time if the systemis unable to consistently maintain the desired FPS. With fixed-step updates this is normally equivalent to 1.0 / desiredFps. Source code: time/Time.js (Line 112)

TileSprite#moveUp()

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

TileSprite#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Cache#checkURL()

checkURL(url) → {boolean} Checks if the given URL has been loaded into the Cache.This method will only work if Cache.autoResolveURL was set to true before any preloading took place.The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefoxwhich may cause double-load instances. Parameters Name Type Description url string The url to check for in the cache. Returns boolean - True if the url exists, otherwise fa

Creature#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Bullet#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)

Bullet#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

Rectangle#randomY

randomY : number A random value between the top and bottom values (inclusive) of the Rectangle. Source code: geom/Rectangle.js (Line 661)