Video#complete()

complete() Called when the video completes playback (reaches and ended state).Dispatches the Video.onComplete signal. Source code: gameobjects/Video.js (Line 623)

Text#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

Rectangle#top

top : number The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties.However it does affect the height property, whereas changing the y value does not affect the height property. Source code: geom/Rectangle.js (Line 677)

Tileset#draw()

draw(context, x, y, index) Draws a tile from this Tileset at the given coordinates on the context. Parameters Name Type Description context CanvasRenderingContext2D The context to draw the tile onto. x number The x coordinate to draw to. y number The y coordinate to draw to. index integer The index of the tile within the set to draw. Source code: tilemap/Tileset.js (Line 123)

InputHandler#enableDrag()

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) Allow this Sprite to be dragged by any valid pointer. When the drag begins the Sprite.events.onDragStart event will be dispatched. When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched. You can control the thresholds over when a drag starts via the properties: Pointer.dragDistanceThreshold the distance, in pixe

Matrix#append()

append(matrix) → {Phaser.Matrix} Appends the given Matrix to this Matrix. Parameters Name Type Description matrix Phaser.Matrix The matrix to append to this one. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 345)

Texture#crop

crop :Rectangle This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) Source code: pixi/textures/Texture.js (Line 128)

Math#Math

new Math() A collection of useful mathematical functions. These are normally accessed through game.math. Source code: math/Math.js (Line 17) See Phaser.Utils Phaser.ArrayUtils

Physics.P2#removeBody()

removeBody(body) → {Phaser.Physics.P2.Body} Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with. Parameters Name Type Description body Phaser.Physics.P2.Body The Body to remove from the World. Returns Phaser.Physics.P2.Body - The Body that was removed. Source code: physics/p2/World.js (Line 911)

SpriteBatch#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o