Math#linear()

linear(p0, p1, t) → {number} Calculates a linear (interpolation) value over t. Parameters Name Type Description p0 number p1 number t number A value between 0 and 1. Returns number - Source code: math/Math.js (Line 831)

FlexLayer#hasProperty()

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan up to 4 levels deep only. Parameters Name Type Description child any The child to check for the existence of the property on. key Array.<string> An array of strings that make up the property. Returns boolean - True if the child has the property, otherwise false. Inherited From Phaser.Group#hasProperty Source code: core/Group.js (Line 1104)

Component.LifeSpan#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Device#cordova

cordova : boolean Is the game running under Apache Cordova? Source code: utils/Device.js (Line 82)

RandomDataGenerator#real()

real() → {number} Returns a random real number between 0 and 2^32. Returns number - A random real number between 0 and 2^32. Source code: math/RandomDataGenerator.js (Line 172)

Text#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

World#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

Physics.Arcade#checkCollision

checkCollision : Object Set the checkCollision properties to control for which bounds collision is processed.For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom. An object containing allowed collision flags. Source code: physics/arcade/World.js (Line 36)

WebGLRenderer#updateTexture()

updateTexture(texture) → {Boolean} Updates and Creates a WebGL texture for the renderers context. Parameters Name Type Description texture PIXI.Texture the texture to update Returns Boolean - True if the texture was successfully bound, otherwise false. Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 341)

Gamepad#enabled

enabled : boolean Gamepad input will only be processed if enabled. Default Value true Source code: input/Gamepad.js (Line 52)