Input#game

game : Phaser.Game A reference to the currently running game. Source code: input/Input.js (Line 20)

CanvasRenderer#resize()

resize(width, height) Resizes the canvas view to the specified width and height Parameters Name Type Description width Number the new width of the canvas view height Number the new height of the canvas view Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 216)

FlexLayer#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

CanvasRenderer#autoResize

autoResize : boolean Whether the render view should be resized automatically Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 61)

FlexLayer#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if

InputHandler#checkBoundsRect()

checkBoundsRect() Bounds Rect check for the sprite drag Source code: input/InputHandler.js (Line 1654)

Image#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Color.createColor()

<static> createColor(r, g, b, a, h, s, l, v) → {object} A utility function to create a lightweight 'color' object with the default components.Any components that are not specified will default to zero. This is useful when you want to use a shared color object for the getPixel and getPixelAt methods. Parameters Name Type Argument Default Description r number <optional> 0 The red color component, in the range 0 - 255. g number <optional> 0 The green color component

Image#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

LinkedList#LinkedList

new LinkedList() A basic Linked List data structure. This implementation modifies the prev and next properties of each item added: The prev and next properties must be writable and should not be used for any other purpose. Items cannot be added to multiple LinkedLists at the same time. Only objects can be added. Source code: utils/LinkedList.js (Line 18)