Cache#game

game : Phaser.Game Local reference to game. Source code: loader/Cache.js (Line 39)

Physics.Ninja#quadTree

quadTree : Phaser.QuadTree The world QuadTree. Source code: physics/ninja/World.js (Line 64)

RetroFont#key

key : string The key of the RenderTexture in the Cache, if stored there. Inherited From Phaser.RenderTexture#key Source code: gameobjects/RenderTexture.js (Line 35)

Color.interpolateColorWithRGB()

<static> interpolateColorWithRGB(color, r, g, b, steps, currentStep) → {number} Interpolates the two given colours based on the supplied step and currentStep properties. Parameters Name Type Description color number The first color value. r number The red color value, between 0 and 0xFF (255). g number The green color value, between 0 and 0xFF (255). b number The blue color value, between 0 and 0xFF (255). steps number The number of steps to run the interpolation over. curre

Particle#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Bullet#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)

Sprite#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds

Particle#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

Button#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Sprite#getLocalBounds Source code: pixi/display/Sprite.js (Line 315)

ScaleManager#isGameLandscape

[readonly] isGameLandscape : boolean Returns true if the game dimensions are landscape (width > height).This is especially useful to check when using the RESIZE scale modebut wanting to maintain game orientation on desktop browsers,where typically the screen orientation will always be landscape regardless of the browser viewport. Source code: core/ScaleManager.js (Line 2380)