TileSprite#autoScroll()

autoScroll(x, y) Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().The scroll speed is specified in pixels per second.A negative x value will scroll to the left. A positive x value will scroll to the right.A negative y value will scroll up. A positive y value will scroll down. Parameters Name Type Description x number Horizontal scroll speed in pixels per second. y number Vertical scroll speed in pixels per second. Source code

RandomDataGenerator#uuid()

uuid() → {string} Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368 Returns string - A valid RFC4122 version4 ID hex string Source code: math/RandomDataGenerator.js (Line 239)

Line#top

[readonly] top : number Gets the top-most point of this line. Source code: geom/Line.js (Line 463)

Group#rotation

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself by modifying its rotation.This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. Source code: core/Group.js (Line 2987)

Component.Core#exists

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it also controls if its physics body is updated or not.When exists is set to false it will remove its physics body from the physics world if it has one.It also toggles the visible property to false as well. Setting exists to true will add its physics body back in to the physics world, if it has one.It will also set the visible property to true. Source code: gameobjects/comp

Group#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

Group#multiplyAll()

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group. Group.multiplyAll('x', 2) will x2 the child.x value for each child. Parameters Name Type Description property string The property to multiply, for example 'body.velocity.x' or 'angle'. amount number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. checkAlive boolean If true the property will only be c

Particles.Arcade.Emitter#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)

Point#setTo()

setTo(x, y) → {Phaser.Point} Sets the x and y values of this Point object to the given values.If you omit the y value then the x value will be applied to both, for example:Point.setTo(2) is the same as Point.setTo(2, 2) Parameters Name Type Argument Description x number The horizontal value of this point. y number <optional> The vertical value of this point. If not given the x value will be used in its place. Returns Phaser.Point - This Point object. Useful for chaining me

Touch#onTouchCancel()

onTouchCancel(event) Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).Occurs for example on iOS when you put down 4 fingers and the app selector UI appears. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 293)