Loader#onLoadStart

onLoadStart : Phaser.Signal This event is dispatched when the loading process starts: before the first file has been requested,but after all the initial packs have been loaded. Source code: loader/Loader.js (Line 134)

Color.fromRGBA()

<static> fromRGBA(rgba, out) → {object} A utility to convert an integer in 0xRRGGBBAA format to a color object.This does not rely on endianness. Parameters Name Type Argument Description rgba number An RGBA hex out object <optional> The object to use, optional. Returns object - A color object. Author: Matt DesLauriers (@mattdesl) Source code: utils/Color.js (Line 97)

Group#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

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)

Physics.Ninja.AABB#AABB

new AABB(body, x, y, width, height) Ninja Physics AABB constructor.Note: This class could be massively optimised and reduced in size. I leave that challenge up to you. Parameters Name Type Description body Phaser.Physics.Ninja.Body The body that owns this shape. x number The x coordinate to create this shape at. y number The y coordinate to create this shape at. width number The width of this AABB. height number The height of this AABB. Source code: physics/ninja/AABB.js (Line 20

Physics.Arcade#getObjectsUnderPointer()

getObjectsUnderPointer(pointer, group, callback, callbackContext) → {Array.<PIXI.DisplayObject>} Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the Pointer or not. Parameters Name Type Argument Description pointer Phaser.Pointer The Pointer to check. group Phaser.Group

FlexLayer#filter()

filter(predicate, checkExists) → {Phaser.ArraySet} Find children matching a certain predicate. For example: var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack'); Note: Currently this will skip any children which are Groups themselves. Parameters Name Type Argument Default Description predicate function The function that each child will be evaluated against. Each child of the group will

RequestAnimationFrame#isRAF()

isRAF() → {boolean} Is the browser using requestAnimationFrame? Returns boolean - Source code: utils/RequestAnimationFrame.js (Line 162)

Physics.Arcade#moveToObject()

moveToObject(displayObject, destination, speed, maxTime) → {number} Move the given display object towards the destination object at a steady velocity.If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target. If the target changes location during transit the

Physics.Arcade.Body#velocity

velocity : Phaser.Point The velocity, or rate of change in speed of the Body. Measured in pixels per second. Source code: physics/arcade/Body.js (Line 144)