ScaleManager.RESIZE

[static] RESIZE : integer A scale mode that causes the Game size to change - see scaleMode. Source code: core/ScaleManager.js (Line 633)

Color.getRed()

<static> getRed(color) → {number} Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255. Parameters Name Type Description color number In the format 0xAARRGGBB. Returns number - The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red). Source code: utils/Color.js (Line 954)

Tween#repeatAll()

repeatAll(total) → {Phaser.Tween} Set how many times this tween and all of its children will repeat.A tween (A) with 3 children (B,C,D) with a repeatAll value of 2 would play as: ABCDABCD before completing. Parameters Name Type Argument Default Description total number <optional> 0 How many times this tween and all children should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever. Returns Phaser.Tween - This tween. Useful for metho

RetroFont#align

align : string Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER. Source code: gameobjects/RetroFont.js (Line 77)

Physics.Ninja#bounds

bounds : Phaser.Rectangle The bounds inside of which the physics world exists. Defaults to match the world bounds. Source code: physics/ninja/World.js (Line 49)

Physics.P2.BodyDebug#BodyDebug

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.So use sparingly and rarely (if ever) in production code. Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If youmanipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you willneed to manually

Rope#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

SoundManager#SoundManager

new SoundManager(game) The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/ If you a

Physics.Ninja#enableTile()

enableTile(object, id, children) This will create a Ninja Physics Tile body on the given game object. There are 34 different types of tile you can create, including 45 degree slopes,convex and concave circles and more. The id parameter controls which Tile type is created, but you can also change it at run-time.Note that for all degree based tile types they need to have an equal width and height. If the given object doesn't have equal width and height it will use the width.A game object can on

Strip#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)