World#getRandom()

getRandom(startIndex, length) → {any} Returns a random child from the group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 Offset from the front of the group (lowest child). length integer <optional> (to top) Restriction on the number of values you want to randomly select from. Returns any - A random child of this Group. Inherited From Phaser.Group#getRandom Source code: core/Group.js (Line 2350)

Physics.Arcade.Body#setSize()

setSize(width, height, offsetX, offsetY) You can modify the size of the physics Body to be any dimension you need.This allows you to make it smaller, or larger, than the parent Sprite.You can also control the x and y offset of the Body. This is the position of theBody relative to the top-left of the Sprite texture. For example: If you have a Sprite with a texture that is 80x100 in size,and you want the physics body to be 32x32 pixels in the middle of the texture, you would do: setSize(32, 32,

Time#create()

create(autoDestroy) → {Phaser.Timer} Creates a new stand-alone Phaser.Timer object. Parameters Name Type Argument Default Description autoDestroy boolean <optional> true A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events). Returns Phaser.Timer - The Timer object that was created. Source code: time/Time.js (Line 323)

Strip#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

WebGLRenderer#renderDisplayObject()

renderDisplayObject(displayObject, projection, buffer) Renders a Display Object. Parameters Name Type Description displayObject DisplayObject The DisplayObject to render projection Point The projection buffer Array a standard WebGL buffer Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 278)

Point.distance()

<static> distance(a, b, round) → {number} Returns the euclidian distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties). Parameters Name Type Argument Default Description a object The target object. Must have visible x and y properties that represent the center of the object. b object The target object. Must have visible x and y properties that represent the center of the object. round boolean <optional> false R

Physics.P2.BodyDebug#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#left Source code: core/Group.js (Line 2761)

Text#addColor()

addColor(color, position) → {Phaser.Text} Set specific colors for certain characters within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position.The position value is the index of the character in the Text string to start applying this color to.Once set the color remains in use until either another color or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) i

Physics.P2#useElapsedTime

useElapsedTime : boolean If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. Source code: physics/p2/World.js (Line 66)

Physics.P2#setPostBroadphaseCallback()

setPostBroadphaseCallback(callback, context) Sets a callback to be fired after the Broadphase has collected collision pairs in the world.Just because a pair exists it doesn't mean they will collide, just that they potentially could do.If your calback returns false the pair will be removed from the narrowphase. This will stop them testing for collision this step.Returning true from the callback will ensure they are checked in the narrowphase. Parameters Name Type Description callback functio