InputHandler#checkPixel()

checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordinate to check. pointer Phaser.Pointer <optional> The pointer to get the x/y coordinate from if not passed as the first two parameters.

Component.Bounds#Bounds

new Bounds() The Bounds component contains properties related to the bounds of the Game Object. Source code: gameobjects/components/Bounds.js (Line 12)

World#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

InputHandler#globalToLocalY()

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name Type Description y number Source code: input/InputHandler.js (Line 1542)

Key#ctrlKey

ctrlKey : boolean The down state of the CTRL key, if pressed at the same time as this key. Source code: input/Key.js (Line 57)

BitmapData#draw()

draw(source, x, y, width, height, blendMode, roundPx) → {Phaser.BitmapData} Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.When drawing it will take into account th

Physics.Ninja.Circle#oldpos

oldpos : Phaser.Point The position of this object in the previous update. Source code: physics/ninja/Circle.js (Line 39)

Image#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

GameObjectCreator#tileSprite()

tileSprite(x, y, width, height, key, frame) → {Phaser.TileSprite} Creates a new TileSprite object. Parameters Name Type Description x number The x coordinate (in world space) to position the TileSprite at. y number The y coordinate (in world space) to position the TileSprite at. width number The width of the TileSprite. height number The height of the TileSprite. key string | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the TileSprite during rendering. It c

Video#onPlay

onPlay : Phaser.Signal This signal is dispatched when the Video starts to play. It sends 3 parameters: a reference to the Video object, if the video is set to loop or not and the playback rate. Source code: gameobjects/Video.js (Line 86)