Color.getBlue()

<static> getBlue(color) → {number} Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255. Parameters Name Type Description color number In the format 0xAARRGGBB. Returns number - The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue). Source code: utils/Color.js (Line 978)

Key#onHoldCallback

onHoldCallback : Function A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second. Source code: input/Key.js (Line 103)

Physics.P2#createCollisionGroup()

createCollisionGroup(object) Creates a new Collision Group and optionally applies it to the given object.Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups. Parameters Name Type Argument Description object Phaser.Group | Phaser.Sprite <optional> An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children. Source code: physics/p2/World.j

Physics.P2.Body#reverse()

reverse(speed) Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should reverse. Source code: physics/p2/Body.js (Line 759)

WebGLFilterManager#setContext()

setContext(gl) Initialises the context and the properties. Parameters Name Type Description gl WebGLContext the current WebGL drawing context Source code: pixi/renderers/webgl/utils/WebGLFilterManager.js (Line 32)

Line#normalY

[readonly] normalY : number Gets the y component of the left-hand normal of this line. Source code: geom/Line.js (Line 528)

Text#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

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)

Physics.P2.Body#moveRight()

moveRight(speed) If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move to the right, in pixels per second. Source code: physics/p2/Body.js (Line 789)

SinglePad#justPressed()

justPressed(buttonCode, duration) → {boolean} Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms). Parameters Name Type Argument Default Description buttonCode number The buttonCode of the button to check for. duration number <optional> 250 The duration below which the button is considered as being just pressed. Returns boolean - True if the button is ju