Tilemap#getImageIndex()

getImageIndex(name) → {number} Gets the image index based on its name. Parameters Name Type Description name string The name of the image to get. Returns number - The index of the image in this tilemap, or null if not found. Source code: tilemap/Tilemap.js (Line 766)

Rectangle#top

top : number The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties.However it does affect the height property, whereas changing the y value does not affect the height property. Source code: geom/Rectangle.js (Line 677)

Math#Math

new Math() A collection of useful mathematical functions. These are normally accessed through game.math. Source code: math/Math.js (Line 17) See Phaser.Utils Phaser.ArrayUtils

Physics.P2#removeBody()

removeBody(body) → {Phaser.Physics.P2.Body} Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with. Parameters Name Type Description body Phaser.Physics.P2.Body The Body to remove from the World. Returns Phaser.Physics.P2.Body - The Body that was removed. Source code: physics/p2/World.js (Line 911)

BitmapData#blendColorDodge()

blendColorDodge() → {Phaser.BitmapData} Sets the blend mode to 'color-dodge' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2247)

Color.blendExclusion()

<static> blendExclusion(a, b) → {integer} Produces an effect similar to that of the Difference mode, but lower in contrast.Painting with white inverts the backdrop color; painting with black produces no change. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1127)

DisplayObjectContainer#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Physics.P2.Body#applyImpulseLocal()

applyImpulseLocal(impulse, localX, localY) Apply impulse to a point local to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a shortperiod of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity. Parameters Name Type Description impulse Float32Array | Array The impulse vector to add, oriented in local space. localX number A local point on the body. localY number A local point on the

Physics.Arcade.Body#y

y : number The y position. Source code: physics/arcade/Body.js (Line 1404)

Graphics#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)