Particles.Arcade.Emitter#makeParticles()

makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter} This function generates a new set of particles for use by this emitter.The particles are stored internally waiting to be emitted via Emitter.start. Parameters Name Type Argument Default Description keys array | string A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random. frames array | number <optional> 0 A

Particles.Arcade.Emitter#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Physics.Ninja#enableCircle()

enableCircle(object, radius, children) This will create a Ninja Physics Circle body on the given game object.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body property. radius number

ScaleManager#onSizeChange

onSizeChange : Phaser.Signal This signal is dispatched when the size of the Display canvas changes or the size of the Game changes.When invoked this is done after the Canvas size/position have been updated. This signal is only called when a change occurs and a reflow may be required.For example, if the canvas does not change sizes because of CSS settings (such as min-width)then this signal will not be triggered. Use this to handle responsive game layout options. This is signaled from preUpdat

Particles.Arcade.Emitter#setAlpha()

setAlpha(min, max, rate, ease, yoyo) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the alpha constraints of the particles.The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max.If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit. Parameters Name Type Argument Default Description min number <optional> 1 The

Physics.Arcade#updateMotion()

updateMotion(The) Called automatically by a Physics body, it updates all motion related values on the Body unless World.isPaused is true. Parameters Name Type Description The Phaser.Physics.Arcade.Body Body object to be updated. Source code: physics/arcade/World.js (Line 240)

Point.rperp()

<static> rperp(a, out) → {Phaser.Point} Return a perpendicular vector (-90 degrees rotation) Parameters Name Type Argument Description a Phaser.Point The Point object. 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 668)

Particle#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)

Cache#updateFrameData()

updateFrameData(key, frameData, cache) Replaces a set of frameData with a new Phaser.FrameData object. Parameters Name Type Argument Default Description key string The unique key by which you will reference this object. frameData number The new FrameData. cache integer <optional> Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. Source code: loader/Cache.js (Line 1517)

Matrix#setTo()

setTo(a, b, c, d, tx, ty) → {Phaser.Matrix} Sets the values of this Matrix to the given values. Parameters Name Type Description a number Horizontal scaling b number Horizontal skewing c number Vertical skewing d number Vertical scaling tx number Horizontal translation ty number Vertical translation Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 103)