Physics.Arcade#getObjectsAtLocation()

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>} Given a Group and a location this will check to see which Group children overlap with the coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the coordinate or not. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordin

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

Ellipse#copyTo()

copyTo(dest) → {object} Copies the x, y, width and height properties from this Ellipse to any given object. Parameters Name Type Description dest any The object to copy to. Returns object - This dest object. Source code: geom/Ellipse.js (Line 100)

TileSprite#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

Group#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Rope#Rope

new Rope(game, x, y, key, frame, points) A Rope is a Sprite that has a repeating texture. The texture will automatically wrap on the edges as it moves. Please note that Ropes cannot have an input handler. Parameters Name Type Description game Phaser.Game A reference to the currently running game. x number The x coordinate (in world space) to position the Rope at. y number The y coordinate (in world space) to position the Rope at. key string | Phaser.RenderTexture | Phaser.BitmapData |

Component.InWorld#InWorld

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well. Source code: gameobjects/components/InWorld.js (Line 14)

Game#Game

new Game(width, height, renderer, parent, state, transparent, antialias, physicsConfig) This is where the magic happens. The Game object is the heart of your game,providing quick access to common functions and handling the boot process. "Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison Parameters Name Type Argument Default Description width number | string <optional> 800 The width of your game in game pixels. If given as a string the value mu

SinglePad#game

game : Phaser.Game Local reference to game. Source code: input/SinglePad.js (Line 21)

Rope#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Inherited From PIXI.Strip#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/Strip.js (Line 51)