FlexLayer#getAt()

getAt(index) → {DisplayObject | integer} Returns the child found at the given index within this group. Parameters Name Type Description index integer The index to return the child from. Returns DisplayObject | integer - The child that was found at the given index, or -1 for an invalid index. Inherited From Phaser.Group#getAt Source code: core/Group.js (Line 524)

Keyboard#Keyboard

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details. Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.For example the Chrome extension vimium is known t

Utils.Debug#pixel()

pixel(x, y, color, size) Renders a single pixel at the given size. Parameters Name Type Argument Default Description x number X position of the pixel to be rendered. y number Y position of the pixel to be rendered. color string <optional> Color of the pixel (format is css color string). size number <optional> 2 The 'size' to render the pixel at. Source code: utils/Debug.js (Line 560)

Bullet#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Inherited From Phaser.Component.Delta#deltaX Source code: gameobjects/components/Delta.js (Line 24)

Component.LoadTexture#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Source code: gameobjects/components/LoadTexture.js (Line 155)

RetroFont.TEXT_SET10

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ Source code: gameobjects/RetroFont.js (Line 266)

Group#getIndex()

getIndex(child) → {integer} Get the index position of the given child in this group, which should match the child's z property. Parameters Name Type Description child any The child to get the index for. Returns integer - The index of the child or -1 if it's not a member of this group. Source code: core/Group.js (Line 1029)

Keyboard#downDuration()

downDuration(keycode, duration) → {boolean} Returns true if the Key was pressed down within the duration value given, or false if it either isn't down,or was pressed down longer ago than then given duration. Parameters Name Type Argument Default Description keycode integer The keycode of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. duration number <optional> 50 The duration within which the key is considered as being just pressed. Given in ms. Retur

Physics.P2.Body#setCircle()

setCircle(radius, offsetX, offsetY, rotation) Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates. Parameters Name Type Argument Default Description radius number The radius of this circle (in pixels) offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <option

SpriteBatch#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)