Creature#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Particles.Arcade.Emitter#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Physics.Ninja.AABB#projAABB_45Deg()

projAABB_45Deg(x, y, obj, t) → {number} Resolves 45 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 569)

InputHandler#dragFromCenter

dragFromCenter : boolean Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it? Source code: input/InputHandler.js (Line 182)

Circle#copyFrom()

copyFrom(source) → {Circle} Copies the x, y and diameter properties from any given object to this Circle. Parameters Name Type Description source any The object to copy from. Returns Circle - This Circle object. Source code: geom/Circle.js (Line 128)

Physics.P2#clearTilemapLayerBodies()

clearTilemapLayerBodies(map, layer) Clears all physics bodies from the given TilemapLayer that were created with World.convertTilemap. Parameters Name Type Argument Description map Phaser.Tilemap The Tilemap to get the map data from. layer number | string | Phaser.TilemapLayer <optional> The layer to operate on. If not given will default to map.currentLayer. Source code: physics/p2/World.js (Line 1666)

Pointer#clientY

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). Source code: input/Pointer.js (Line 186)

Pointer#movementX

movementX : number The horizontal processed relative movement of the Pointer in pixels since last event. Source code: input/Pointer.js (Line 224)

Color.HSLtoRGB()

<static> HSLtoRGB(h, s, l, out) → {object} Converts an HSL (hue, saturation and lightness) color value to RGB.Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.Assumes HSL values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].Based on code by Michael Jackson (https://github.com/mjijackson) Parameters Name Type Argument Description h number The hue, in the range 0 - 1. s number The saturation, in the range 0 - 1. l number

Image#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I