BitmapData#clear()

clear(x, y, width, height) → {Phaser.BitmapData} Clears the BitmapData context using a clearRect. You can optionally define the area to clear.If the arguments are left empty it will clear the entire canvas. You may need to call BitmapData.update after this in order to clear out the pixel data,but Phaser will not do this automatically for you. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the area to clear. y number &

TilemapLayer#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up 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#moveUp Source code: game

Math#between()

between(min, max) → {number} Returns a number between the min and max values. Parameters Name Type Description min number The minimum value. Must be positive, and less than 'max'. max number The maximum value. Must be position, and greater than 'min'. Returns number - A value between the range min to max. Source code: math/Math.js (Line 26)

Text#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Component.BringToTop#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. Source code: gameobjects/components/BringToTop.js (Line 45)

Graphics#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

DisplayObjectContainer#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Source code: pixi/display/DisplayObjectContainer.js (Line 437)

Physics.P2.BodyDebug#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

Particles.Arcade.Emitter#Emitter

new Emitter(game, x, y, maxParticles) Emitter is a lightweight particle emitter that uses Arcade Physics.It can be used for one-time explosions or for continuous effects like rain and fire.All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. x number <optional> 0 The x coordinate within the Emitter that the particles a

Physics.P2#createLockConstraint()

createLockConstraint(bodyA, bodyB, offset, angle, maxForce) → {Phaser.Physics.P2.LockConstraint} Locks the relative position between two bodies. 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. offset Array <optional> The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: