RetroFont#setFixedWidth()

setFixedWidth(width, lineAlignment) If you need this RetroFont to have a fixed width and custom alignment you can set the width here.If text is wider than the width specified it will be cropped off. Parameters Name Type Argument Default Description width number Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing. lineAlignment string <optional> 'left' Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALI

FlexLayer#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

FlexGrid#FlexGrid

new FlexGrid(manager, width, height) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.Please try to avoid using in production games with a long time to build.This is also why the documentation is incomplete. FlexGrid is a a responsive grid manager that works in conjunction with the ScaleManager RESIZE scaling mode and FlexLayersto provide for game object positioning in a responsive manner. Parameters Name Type Description mana

GameObjectCreator#tilemap()

tilemap(key, tileWidth, tileHeight, width, height) Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.When using CSV data you must provide the key and the tileWidth and tileHeight parameters.If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use Tilemap.create or pass

Tilemap#imagecollections

imagecollections :array An array of Image Collections. Source code: tilemap/Tilemap.js (Line 110)

Physics.Arcade.Body#moveTo()

moveTo(duration, distance, direction) → {boolean} Note: This method is experimental, and may be changed or removed in a future release. This method moves the Body in the given direction, for the duration specified.It works by setting the velocity on the Body, and an internal distance counter.The distance is monitored each frame. When the distance equals the distancespecified in this call, the movement is stopped, and the Body.onMoveCompletesignal is dispatched. Movement also stops if the Body

Text#precalculateWordWrap()

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and returnsthe results as an array, where each element of the array corresponds to a wrappedline of text. Useful if you wish to control pagination on long pieces of content. Parameters Name Type Description text string The text for which the wrapping will be calculated. Returns array - An array of strings with the pieces of wrapped text. Source code: gameobjects/Text.js (Line 927)

World#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)

Rope#Rope

new Rope(texture, points) Parameters Name Type Description texture PIXI.Texture The texture to use on the rope. points Array An array of {PIXI.Point}. Source code: pixi/extras/Rope.js (Line 6)

Text#clearColors()

clearColors() → {Phaser.Text} Clears any text fill or stroke colors that were set by addColor or addStrokeColor. Returns Phaser.Text - This Text instance. Source code: gameobjects/Text.js (Line 797)