World#forEachDead()

forEachDead(callback, callbackContext, args) Call a function on each dead 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 the cal

SpriteBatch#getRandom()

getRandom(startIndex, length) → {any} Returns a random child from the group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 Offset from the front of the group (lowest child). length integer <optional> (to top) Restriction on the number of values you want to randomly select from. Returns any - A random child of this Group. Inherited From Phaser.Group#getRandom Source code: core/Group.js (Line 2350)

World#getFurthestFrom()

getFurthestFrom(object, callback, callbackContext) → {any} Get the child furthest away from the given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child,

Touch#onTouchMove()

onTouchMove(event) The handler for the touchmove events. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 376)

Physics.Ninja.Body#height

[readonly] height : number The height of this Body Source code: physics/ninja/Body.js (Line 483)

Physics.P2#onSpringAdded

onSpringAdded : Phaser.Signal This signal is dispatched when a Spring is added to the World. It sends 1 argument: spring which is either a Phaser.Physics.P2.Spring, p2.LinearSpring or p2.RotationalSpring that was added to the world. Source code: physics/p2/World.js (Line 115)

Group#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2845)

Animation#frame

frame : number Gets or sets the current frame index and updates the Texture Cache for display. Source code: animation/Animation.js (Line 739)

TweenData#to()

to(properties, duration, ease, delay, repeat, yoyo) → {Phaser.TweenData} Sets this tween to be a to tween on the properties given. A to tween starts at the current value and tweens to the destination value given.For example a Sprite with an x coordinate of 100 could be tweened to x 200 by giving a properties object of { x: 200 }. Parameters Name Type Argument Default Description properties object The properties you want to tween, such as Sprite.x or Sound.volume. Given as a JavaScript

Frame#bottom

bottom : number The bottom of the frame (y + height). Source code: animation/Frame.js (Line 126)