Component.FixedToCamera#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Source code: gameobjects/components/FixedToCamera.js (Line 86)

Math#sinCosGenerator()

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine table simultaneously and extremely quickly.The parameters allow you to specify the length, amplitude and frequency of the wave.This generator is fast enough to be used in real-time.Code based on research by Franky of scene.at Parameters Name Type Description length number The length of the wave sinAmplitude number The amplitude to apply to the sine table (default 1.0) if you need values b

Math#reverseAngle()

reverseAngle(angleRad) → {number} Reverses an angle. Parameters Name Type Description angleRad number The angle to reverse, in radians. Returns number - The reverse angle, in radians. Source code: math/Math.js (Line 466)

BitmapText#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Physics.P2#onEndContact

onEndContact : Phaser.Signal This Signal is dispatched when final contact occurs between two bodies. This happens before the step has been done. It sends 4 arguments: bodyA, bodyB, shapeA and shapeB. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 194)

Math#fuzzyFloor()

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given value. Parameters Name Type Argument Default Description val number The value to floor. epsilon number <optional> 0.0001 The epsilon (a small value used in the calculation) Returns number - floor(val+epsilon) Source code: math/Math.js (Line 107)

MSPointer#onPointerOut()

onPointerOut(event) The internal method that handles the pointer out event from the browser. Parameters Name Type Description event PointerEvent The native event from the browser. This gets stored in MSPointer.event. Source code: input/MSPointer.js (Line 329)

World#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)

World#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Particles.Arcade.Emitter#particleBringToTop

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 199)