Physics.P2.LockConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/LockConstraint.js (Line 33)

Physics.Arcade#Arcade

new Arcade(game) The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. Parameters Name Type Description game Phaser.Game reference to the current game instance. Source code: physics/arcade/World.js (Line 14)

Cache#removeImage()

removeImage(key, destroyBaseTexture) Removes an image from the cache. You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it. Note that this only removes it from the Phaser Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Argument Default Description key string Key of the asset you want to remove. destroyBaseTexture boolean <optional> true Should the BaseTexture behind this image also

InputHandler#isPixelPerfect()

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns boolean - True if the this InputHandler has either pixelPerfectClick or pixelPerfectOver set to true. Source code: input/InputHandler.js (Line 495)

TileSprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Rope#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 Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

FlexGrid#createFixedLayer()

createFixedLayer(children) → {Phaser.FlexLayer} A fixed layer is centered on the game and is the size of the required dimensions and is never scaled. Parameters Name Type Argument Description children Array.<PIXI.DisplayObject> <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 194)

Bullet#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)

SpriteBatch#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Tile#isInteresting()

isInteresting(collides, faces) → {boolean} Is this tile interesting? Parameters Name Type Description collides boolean If true will check any collides value. faces boolean If true will check any face value. Returns boolean - True if the Tile is interesting, otherwise false. Source code: tilemap/Tile.js (Line 275)