Particle#type

[readonly] type : number The const type of this object. Inherited From Phaser.Sprite#type Source code: gameobjects/Sprite.js (Line 55)

Physics.P2#addSpring()

addSpring(spring) → {Phaser.Physics.P2.Spring} Adds a Spring to the world. Parameters Name Type Description spring Phaser.Physics.P2.Spring | p2.LinearSpring | p2.RotationalSpring The Spring to add to the World. Returns Phaser.Physics.P2.Spring - The Spring that was added. Source code: physics/p2/World.js (Line 931)

Button#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Button#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Physics.P2#createSpring()

createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring} Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. restLength number <optional> 1 Rest len

Math#floorTo()

floorTo(value, place, base) → {number} Floors to some place comparative to a base, default is 10 for decimal place.The place is represented by the power applied to base to get that place. Parameters Name Type Argument Default Description value number The value to round. place number <optional> 0 The place to round to. base number <optional> 10 The base to round in. Default is 10 for decimal. Returns number - The rounded value. Source code: math/Math.js (Li

MSPointer#onPointerUpGlobal()

onPointerUpGlobal(event) The internal method that handles the mouse up event from the window. Parameters Name Type Description event PointerEvent The native event from the browser. This gets stored in MSPointer.event. Source code: input/MSPointer.js (Line 305)

FlexLayer#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Bullet#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)

Cache#addCanvas()

addCanvas(key, canvas, context) Add a new canvas object in to the cache. Parameters Name Type Argument Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. canvas HTMLCanvasElement The Canvas DOM element. context CanvasRenderingContext2D <optional> The context of the canvas element. If not specified it will default go getContext('2d'). Source code: loader/Cache.js (Line 230)