RandomDataGenerator#pick()

pick(ary) → {any} Returns a random member of array. Parameters Name Type Description ary Array An Array to pick a random member of. Returns any - A random member of the array. Source code: math/RandomDataGenerator.js (Line 258)

Stage#visibilityChange()

visibilityChange(event) This method is called when the document visibility is changed. Parameters Name Type Description event Event Its type will be used to decide whether the game should be paused or not. Source code: core/Stage.js (Line 281)

Physics.P2#restitution

restitution : number Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair. Source code: physics/p2/World.js (Line 1859)

World#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

Component.FixedToCamera#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Source code: gameobjects/components/FixedToCamera.js (Line 86)

BitmapText#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Physics.P2#onEndContact

onEndContact : Phaser.Signal This Signal is dispatched when final contact occurs between two bodies. This happens before the step has been done. It sends 4 arguments: bodyA, bodyB, shapeA and shapeB. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 194)

Math#fuzzyFloor()

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given value. Parameters Name Type Argument Default Description val number The value to floor. epsilon number <optional> 0.0001 The epsilon (a small value used in the calculation) Returns number - floor(val+epsilon) Source code: math/Math.js (Line 107)

World#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

World#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)