Physics.P2#update()

update() Internal P2 update loop. Source code: physics/p2/World.js (Line 755)

Point.centroid()

<static> centroid(points, out) → {Phaser.Point} Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned. Parameters Name Type Argument Description points Array.<Phaser.Point> The array of one or more points. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 8

Math#fuzzyCeil()

fuzzyCeil(val, epsilon) → {number} Applies a fuzzy ceil to the given value. Parameters Name Type Argument Default Description val number The value to ceil. epsilon number <optional> 0.0001 The epsilon (a small value used in the calculation) Returns number - ceiling(val-epsilon) Source code: math/Math.js (Line 91)

Button#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Button#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

RenderTexture#destroy()

destroy(destroyBase) Destroys this texture Parameters Name Type Description destroyBase Boolean Whether to destroy the base texture as well Inherited From PIXI.Texture#destroy Source code: pixi/textures/Texture.js (Line 165)

Button#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

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)

GameObjectFactory#bitmapData()

bitmapData(width, height, key, addToCache) → {Phaser.BitmapData} Create a BitmapData object. A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. Parameters Name Type Argument Default Description width number <optional> 256 The width of the BitmapData in pixels. height number <optional> 256 The height of the BitmapData in pixels. key string <optional> '' Asset key for the BitmapData when stored in t

Rope#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)