Physics.Ninja.Circle#height

[readonly] height : number The height. Source code: physics/ninja/Circle.js (Line 68)

Text#parseList()

parseList(list) → {Phaser.Text} Converts the given array into a tab delimited string and then updates this Text object.This is mostly used when you want to display external data using tab stops. The array can be either single or multi dimensional depending on the result you need: [ 'a', 'b', 'c' ] would convert in to "a\tb\tc". Where as: [ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ] would convert in to: "a\tb\tc\nd\te\tf" Parameters Name Type Description list array The array of data to

Image#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Image#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

BaseTexture.fromCanvas()

<static> fromCanvas(canvas, scaleMode) → {PIXI.BaseTexture} Helper function that creates a base texture from the given canvas element. Parameters Name Type Description canvas Canvas The canvas element source of the texture scaleMode Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values Returns PIXI.BaseTexture - Source code: pixi/textures/BaseTexture.js (Line 224)

Bullet#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Text#moveDown()

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

Rectangle.inflatePoint()

<static> inflatePoint(a, point) → {Phaser.Rectangle} Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. Parameters Name Type Description a Phaser.Rectangle The Rectangle object. point Phaser.Point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object.

Time#suggestedFps

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated if Time.advancedTiming is enabled. Note: This is not available until after a few frames have passed; until thenit's set to the same value as desiredFps. Source code: time/Time.js (Line 149)

StateManager#checkState()

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid if it has at least one of the core functions: preload, create, update or render. Parameters Name Type Description key string The key of the state you want to check. Returns boolean - true if the State has the required functions, otherwise false. Source code: core/StateManager.js (Line 423)