FlexLayer#getByName()

getByName(name) → {any} Searches the Group for the first instance of a child with the nameproperty matching the given argument. Should more than one child havethe same name only the first instance is returned. Parameters Name Type Description name string The name to search for. Returns any - The first child with a matching name, or null if none were found. Inherited From Phaser.Group#getByName Source code: core/Group.js (Line 1042)

Creature#timeDelta

timeDelta : number How quickly the animation advances. Default Value 0.05 Source code: gameobjects/Creature.js (Line 80)

Circle.intersectsRectangle()

<static> intersectsRectangle(c, r) → {boolean} Checks if the given Circle and Rectangle objects intersect. Parameters Name Type Description c Phaser.Circle The Circle object to test. r Phaser.Rectangle The Rectangle object to test. Returns boolean - True if the two objects intersect, otherwise false. Source code: geom/Circle.js (Line 536)

Component.PhysicsBody#PhysicsBody

new PhysicsBody() The PhysicsBody component manages the Game Objects physics body and physics enabling.It also overrides the x and y properties, ensuring that any manual adjustment of them is reflected in the physics body itself. Source code: gameobjects/components/PhysicsBody.js (Line 13)

Signal#addOnce()

addOnce(listener, listenerContext, priority, args) → {Phaser.SignalBinding} Add a one-time listener - the listener is automatically removed after the first execution. If there is as memorized event then it will be dispatched andthe listener will be removed immediately. Parameters Name Type Argument Default Description listener function The function to call when this Signal is dispatched. listenerContext object <optional> The context under which the listener will be executed

Group#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Source code: core/Group.js (Line 862)

FlexLayer#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o

Rectangle#ceilAll()

ceilAll() Runs Math.ceil() on the x, y, width and height values of this Rectangle. Source code: geom/Rectangle.js (Line 174)

Component.Core#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Source code: gameobjects/comp

ScaleManager#scaleMode

scaleMode : integer The scaling method used by the ScaleManager when not in fullscreen. Phaser.ScaleManager.NO_SCALE The Game display area will not be scaled - even if it is too large for the canvas/screen. This mode ignores any applied scaling factor and displays the canvas at the Game size. Phaser.ScaleManager.EXACT_FIT The Game display area will be stretched to fill the entire size of the canvas's parent element and/or screen. Proportions are not maintained. Phaser.ScaleManager.SHOW_AL