# Functions
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NewAbstractFilter This is the base class for creating a PIXI filter.
NewAbstractFilterI This is the base class for creating a PIXI filter.
NewAnimation An Animation instance contains a single animation and the controls to play it.
NewAnimation1O An Animation instance contains a single animation and the controls to play it.
NewAnimation2O An Animation instance contains a single animation and the controls to play it.
NewAnimationI An Animation instance contains a single animation and the controls to play it.
NewAnimationManager The Animation Manager is used to add, play and update Phaser Animations.
NewAnimationManagerI The Animation Manager is used to add, play and update Phaser Animations.
NewAnimationParser Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
NewAnimationParserI Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
NewArraySet ArraySet is a Set data structure (items must be unique within the set) that also maintains order.
NewArraySet1O ArraySet is a Set data structure (items must be unique within the set) that also maintains order.
NewArraySetI ArraySet is a Set data structure (items must be unique within the set) that also maintains order.
NewArrayUtils Utility functions for dealing with Arrays.
NewArrayUtilsI Utility functions for dealing with Arrays.
NewAudioSprite Audio Sprites are a combination of audio files and a JSON configuration.
NewAudioSpriteI Audio Sprites are a combination of audio files and a JSON configuration.
NewBaseTexture A texture stores the information that represents an image.
NewBaseTextureI A texture stores the information that represents an image.
NewBitmapData A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
NewBitmapData1O A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
NewBitmapData2O A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
NewBitmapData3O A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
NewBitmapDataI A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
NewBitmapText BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
NewBitmapText1O BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
NewBitmapText2O BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
NewBitmapText3O BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
NewBitmapTextI BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
NewButton Create a new `Button` object.
NewButton1O Create a new `Button` object.
NewButton2O Create a new `Button` object.
NewButton3O Create a new `Button` object.
NewButton4O Create a new `Button` object.
NewButton5O Create a new `Button` object.
NewButton6O Create a new `Button` object.
NewButton7O Create a new `Button` object.
NewButton8O Create a new `Button` object.
NewButton9O Create a new `Button` object.
NewButtonI Create a new `Button` object.
NewCache Phaser has one single cache in which it stores all assets.
NewCacheI Phaser has one single cache in which it stores all assets.
NewCamera A Camera is your view into the game world.
NewCameraI A Camera is your view into the game world.
NewCanvas The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
NewCanvasBuffer Creates a Canvas element of the given size.
NewCanvasBufferI Creates a Canvas element of the given size.
NewCanvasGraphics A set of functions used by the canvas renderer to draw the primitive graphics data.
NewCanvasGraphicsI A set of functions used by the canvas renderer to draw the primitive graphics data.
NewCanvasI The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
NewCanvasMaskManager A set of functions used to handle masking.
NewCanvasMaskManagerI A set of functions used to handle masking.
NewCanvasPool The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.
NewCanvasPoolI The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.
NewCanvasRenderer The CanvasRenderer draws the Stage and all its content onto a 2d canvas.
NewCanvasRendererI The CanvasRenderer draws the Stage and all its content onto a 2d canvas.
NewCanvasTinter Utility methods for Sprite/Texture tinting.
NewCanvasTinterI Utility methods for Sprite/Texture tinting.
NewCircle Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
NewCircle1O Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
NewCircle2O Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
NewCircle3O Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
NewCircleI Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
NewColor The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
NewColorI The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
NewComplexPrimitiveShader empty description.
NewComplexPrimitiveShaderI empty description.
NewComponentAngle The Angle Component provides access to an `angle` property; the rotation of a Game Object in degrees.
NewComponentAngleI The Angle Component provides access to an `angle` property; the rotation of a Game Object in degrees.
NewComponentAnimation The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
NewComponentAnimationI The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
NewComponentAutoCull The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
NewComponentAutoCullI The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
NewComponentBounds The Bounds component contains properties related to the bounds of the Game Object.
NewComponentBoundsI The Bounds component contains properties related to the bounds of the Game Object.
NewComponentBringToTop The BringToTop Component features quick access to Group sorting related methods.
NewComponentBringToTopI The BringToTop Component features quick access to Group sorting related methods.
NewComponentCore Core Component Features.
NewComponentCoreI Core Component Features.
NewComponentCrop The Crop component provides the ability to crop a texture based Game Object to a defined rectangle, which can be updated in real-time.
NewComponentCropI The Crop component provides the ability to crop a texture based Game Object to a defined rectangle, which can be updated in real-time.
NewComponentDelta The Delta component provides access to delta values between the Game Objects current and previous position.
NewComponentDeltaI The Delta component provides access to delta values between the Game Objects current and previous position.
NewComponentDestroy The Destroy component is responsible for destroying a Game Object.
NewComponentDestroyI The Destroy component is responsible for destroying a Game Object.
NewComponentFixedToCamera The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless of where in the world the camera is.
NewComponentFixedToCameraI The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless of where in the world the camera is.
NewComponentHealth The Health component provides the ability for Game Objects to have a `health` property that can be damaged and reset through game code.
NewComponentHealthI The Health component provides the ability for Game Objects to have a `health` property that can be damaged and reset through game code.
NewComponentInCamera The InCamera component checks if the Game Object intersects with the Game Camera.
NewComponentInCameraI The InCamera component checks if the Game Object intersects with the Game Camera.
NewComponentInputEnabled The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.
NewComponentInputEnabledI The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.
NewComponentInWorld The InWorld component checks if a Game Object is within the Game World Bounds.
NewComponentInWorldI The InWorld component checks if a Game Object is within the Game World Bounds.
NewComponentLifeSpan LifeSpan Component Features.
NewComponentLifeSpanI LifeSpan Component Features.
NewComponentLoadTexture The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.
NewComponentLoadTextureI The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.
NewComponentOverlap The Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.
NewComponentOverlapI The Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.
NewComponentPhysicsBody The PhysicsBody component manages the Game Objects physics body and physics enabling.
NewComponentPhysicsBodyI The PhysicsBody component manages the Game Objects physics body and physics enabling.
NewComponentReset The Reset component allows a Game Object to be reset and repositioned to a new location.
NewComponentResetI The Reset component allows a Game Object to be reset and repositioned to a new location.
NewComponentScaleMinMax The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.
NewComponentScaleMinMaxI The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.
NewComponentSmoothed The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.
NewComponentSmoothedI The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.
NewCreate The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content quickly and easily, without the need for any external files.
NewCreateI The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content quickly and easily, without the need for any external files.
NewCreature Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
NewCreature1O Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
NewCreatureI Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
NewDevice It is not possible to instantiate the Device class manually.
NewDeviceButton DeviceButtons belong to both `Phaser.Pointer` and `Phaser.SinglePad` (Gamepad) instances.
NewDeviceButtonI DeviceButtons belong to both `Phaser.Pointer` and `Phaser.SinglePad` (Gamepad) instances.
NewDeviceI It is not possible to instantiate the Device class manually.
NewDisplayObject The base class for all objects that are rendered.
NewDisplayObjectContainer A DisplayObjectContainer represents a collection of display objects.
NewDisplayObjectContainerI A DisplayObjectContainer represents a collection of display objects.
NewDisplayObjectI The base class for all objects that are rendered.
NewDOM DOM utility class.
NewDOMI DOM utility class.
NewEarCut empty description.
NewEarCutI empty description.
NewEasing A collection of easing methods defining ease-in and ease-out curves.
NewEasingBack Back easing.
NewEasingBackI Back easing.
NewEasingBounce Bounce easing.
NewEasingBounceI Bounce easing.
NewEasingCircular Circular easing.
NewEasingCircularI Circular easing.
NewEasingCubic Cubic easing.
NewEasingCubicI Cubic easing.
NewEasingElastic Elastic easing.
NewEasingElasticI Elastic easing.
NewEasingExponential Exponential easing.
NewEasingExponentialI Exponential easing.
NewEasingI A collection of easing methods defining ease-in and ease-out curves.
NewEasingLinear Linear easing.
NewEasingLinearI Linear easing.
NewEasingQuadratic Quadratic easing.
NewEasingQuadraticI Quadratic easing.
NewEasingQuartic Quartic easing.
NewEasingQuarticI Quartic easing.
NewEasingQuintic Quintic easing.
NewEasingQuinticI Quintic easing.
NewEasingSinusoidal Sinusoidal easing.
NewEasingSinusoidalI Sinusoidal easing.
NewEllipse Creates a Ellipse object.
NewEllipse1O Creates a Ellipse object.
NewEllipse2O Creates a Ellipse object.
NewEllipse3O Creates a Ellipse object.
NewEllipse4O Creates a Ellipse object.
NewEllipseI Creates a Ellipse object.
NewEvent Creates an homogenous object for tracking events so users can know what to expect.
NewEventI Creates an homogenous object for tracking events so users can know what to expect.
NewEvents The Events component is a collection of events fired by the parent Game Object.
NewEventsI The Events component is a collection of events fired by the parent Game Object.
NewEventTarget Mixins event emitter functionality to a class.
NewEventTargetI Mixins event emitter functionality to a class.
NewFilter This is a base Filter class to use for any Phaser filter development.
NewFilterI This is a base Filter class to use for any Phaser filter development.
NewFilterTexture empty description.
NewFilterTextureI empty description.
NewFlexGrid WARNING: This is an EXPERIMENTAL class.
NewFlexGridI WARNING: This is an EXPERIMENTAL class.
NewFlexLayer WARNING: This is an EXPERIMENTAL class.
NewFlexLayerI WARNING: This is an EXPERIMENTAL class.
NewFrame A Frame is a single frame of an animation and is part of a FrameData collection.
NewFrameData FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.
NewFrameDataI FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.
NewFrameI A Frame is a single frame of an animation and is part of a FrameData collection.
NewGame This is where the magic happens.
NewGame1O This is where the magic happens.
NewGame2O This is where the magic happens.
NewGame3O This is where the magic happens.
NewGame4O This is where the magic happens.
NewGame5O This is where the magic happens.
NewGame6O This is where the magic happens.
NewGame7O This is where the magic happens.
NewGame8O This is where the magic happens.
NewGameI This is where the magic happens.
NewGameObjectCreator The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.
NewGameObjectCreatorI The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.
NewGameObjectFactory The GameObjectFactory is a quick way to create many common game objects using {@linkcode Phaser.Game#add `game.add`}.
NewGameObjectFactoryI The GameObjectFactory is a quick way to create many common game objects using {@linkcode Phaser.Game#add `game.add`}.
NewGamepad The Gamepad class handles gamepad input and dispatches gamepad events.
NewGamepadI The Gamepad class handles gamepad input and dispatches gamepad events.
NewGlMatrix empty description.
NewGlMatrixI empty description.
NewGraphics A Graphics object is a way to draw primitives to your game.
NewGraphics1O A Graphics object is a way to draw primitives to your game.
NewGraphics2O A Graphics object is a way to draw primitives to your game.
NewGraphicsData A GraphicsData object.
NewGraphicsDataI A GraphicsData object.
NewGraphicsI A Graphics object is a way to draw primitives to your game.
NewGroup A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroup1O A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroup2O A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroup3O A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroup4O A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroup5O A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewGroupI A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
NewHermite A data representation of a Hermite Curve (see http://en.wikipedia.org/wiki/Cubic_Hermite_spline)
A Hermite curve has a start and end point and tangent vectors for both of them.
NewHermite1O A data representation of a Hermite Curve (see http://en.wikipedia.org/wiki/Cubic_Hermite_spline)
A Hermite curve has a start and end point and tangent vectors for both of them.
NewHermiteI A data representation of a Hermite Curve (see http://en.wikipedia.org/wiki/Cubic_Hermite_spline)
A Hermite curve has a start and end point and tangent vectors for both of them.
NewImage An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewImage1O An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewImage2O An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewImage3O An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewImage4O An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewImageCollection An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollection1O An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollection2O An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollection3O An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollection4O An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollection5O An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageCollectionI An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
NewImageI An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
NewInput Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
NewInputHandler The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
NewInputHandlerI The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
NewInputI Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
NewKey If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
NewKeyboard The Keyboard class monitors keyboard input and dispatches keyboard events.
NewKeyboardI The Keyboard class monitors keyboard input and dispatches keyboard events.
NewKeyCode A key code represents a physical key on a keyboard.
NewKeyCodeI A key code represents a physical key on a keyboard.
NewKeyI If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
NewLine Creates a new Line object with a start and an end point.
NewLine1O Creates a new Line object with a start and an end point.
NewLine2O Creates a new Line object with a start and an end point.
NewLine3O Creates a new Line object with a start and an end point.
NewLine4O Creates a new Line object with a start and an end point.
NewLineI Creates a new Line object with a start and an end point.
NewLinkedList A basic Linked List data structure.
NewLinkedListI A basic Linked List data structure.
NewLoader The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
NewLoaderI The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
NewLoaderParser Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
NewLoaderParserI Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
NewMat2 empty description.
NewMat2d A mat2d contains six elements defined as: <pre> [a, c, tx, b, d, ty] </pre> This is a short form for the 3x3 matrix: <pre> [a, c, tx, b, d, ty, 0, 0, 1] </pre> The last row is ignored so the array is shorter and operations are faster.
NewMat2dI A mat2d contains six elements defined as: <pre> [a, c, tx, b, d, ty] </pre> This is a short form for the 3x3 matrix: <pre> [a, c, tx, b, d, ty, 0, 0, 1] </pre> The last row is ignored so the array is shorter and operations are faster.
NewMat2I empty description.
NewMat3 empty description.
NewMat3I empty description.
NewMat4 empty description.
NewMat4I empty description.
NewMath A collection of useful mathematical functions.
NewMathI A collection of useful mathematical functions.
NewMatrix The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix1O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix2O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix3O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix4O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix5O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrix6O The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMatrixI The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
NewMouse The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
NewMouseI The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
NewMSPointer The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
NewMSPointerI The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
NewNet Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
NewNetI Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
NewParticle Create a new `Particle` object.
NewParticleI Create a new `Particle` object.
NewParticles Phaser.Particles is the Particle Manager for the game.
NewParticlesArcade Arcade Particles is a Particle System integrated with Arcade Physics.
NewParticlesArcadeEmitter Emitter is a lightweight particle emitter that uses Arcade Physics.
NewParticlesArcadeEmitter1O Emitter is a lightweight particle emitter that uses Arcade Physics.
NewParticlesArcadeEmitter2O Emitter is a lightweight particle emitter that uses Arcade Physics.
NewParticlesArcadeEmitter3O Emitter is a lightweight particle emitter that uses Arcade Physics.
NewParticlesArcadeEmitterI Emitter is a lightweight particle emitter that uses Arcade Physics.
NewParticlesArcadeI Arcade Particles is a Particle System integrated with Arcade Physics.
NewParticlesI Phaser.Particles is the Particle Manager for the game.
NewPhysics The Physics Manager is responsible for looking after all of the running physics systems.
NewPhysics1O The Physics Manager is responsible for looking after all of the running physics systems.
NewPhysicsArcade The Arcade Physics world.
NewPhysicsArcadeBody The Physics Body is linked to a single Sprite.
NewPhysicsArcadeBodyI The Physics Body is linked to a single Sprite.
NewPhysicsArcadeI The Arcade Physics world.
NewPhysicsArcadeTilemapCollision The Arcade Physics Tile map collision methods.
NewPhysicsArcadeTilemapCollisionI The Arcade Physics Tile map collision methods.
NewPhysicsI The Physics Manager is responsible for looking after all of the running physics systems.
NewPhysicsNinja Ninja Physics.
NewPhysicsNinjaAABB Ninja Physics AABB constructor.
NewPhysicsNinjaAABBI Ninja Physics AABB constructor.
NewPhysicsNinjaBody The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody1O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody2O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody3O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody4O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody5O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody6O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBody7O The Physics Body is linked to a single Sprite.
NewPhysicsNinjaBodyI The Physics Body is linked to a single Sprite.
NewPhysicsNinjaCircle Ninja Physics Circle constructor.
NewPhysicsNinjaCircleI Ninja Physics Circle constructor.
NewPhysicsNinjaI Ninja Physics.
NewPhysicsNinjaTile Ninja Physics Tile constructor.
NewPhysicsNinjaTile1O Ninja Physics Tile constructor.
NewPhysicsNinjaTileI Ninja Physics Tile constructor.
NewPhysicsP2 This is your main access to the P2 Physics World.
NewPhysicsP21O This is your main access to the P2 Physics World.
NewPhysicsP2Body The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2Body1O The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2Body2O The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2Body3O The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2Body4O The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2BodyDebug Draws a P2 Body to a Graphics instance for visual debugging.
NewPhysicsP2BodyDebugI Draws a P2 Body to a Graphics instance for visual debugging.
NewPhysicsP2BodyI The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
NewPhysicsP2CollisionGroup Collision Group.
NewPhysicsP2CollisionGroupI Collision Group.
NewPhysicsP2ContactMaterial Defines a physics material.
NewPhysicsP2ContactMaterial1O Defines a physics material.
NewPhysicsP2ContactMaterialI Defines a physics material.
NewPhysicsP2DistanceConstraint A constraint that tries to keep the distance between two bodies constant.
NewPhysicsP2DistanceConstraint1O A constraint that tries to keep the distance between two bodies constant.
NewPhysicsP2DistanceConstraint2O A constraint that tries to keep the distance between two bodies constant.
NewPhysicsP2DistanceConstraint3O A constraint that tries to keep the distance between two bodies constant.
NewPhysicsP2DistanceConstraintI A constraint that tries to keep the distance between two bodies constant.
NewPhysicsP2FixtureList Allow to access a list of created fixture (coming from Body#addPhaserPolygon) which itself parse the input from PhysicsEditor with the custom phaser exporter.
NewPhysicsP2FixtureListI Allow to access a list of created fixture (coming from Body#addPhaserPolygon) which itself parse the input from PhysicsEditor with the custom phaser exporter.
NewPhysicsP2GearConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2GearConstraint1O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2GearConstraint2O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2GearConstraintI Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2I This is your main access to the P2 Physics World.
NewPhysicsP2InversePointProxy A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
NewPhysicsP2InversePointProxyI A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
NewPhysicsP2LockConstraint Locks the relative position between two bodies.
NewPhysicsP2LockConstraint1O Locks the relative position between two bodies.
NewPhysicsP2LockConstraint2O Locks the relative position between two bodies.
NewPhysicsP2LockConstraint3O Locks the relative position between two bodies.
NewPhysicsP2LockConstraintI Locks the relative position between two bodies.
NewPhysicsP2Material A P2 Material.
NewPhysicsP2MaterialI A P2 Material.
NewPhysicsP2PointProxy A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays.
NewPhysicsP2PointProxyI A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays.
NewPhysicsP2PrismaticConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraint1O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraint2O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraint3O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraint4O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraint5O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2PrismaticConstraintI Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2RevoluteConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2RevoluteConstraint1O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2RevoluteConstraint2O Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2RevoluteConstraintI Connects two bodies at given offset points, letting them rotate relative to each other around this point.
NewPhysicsP2RotationalSpring Creates a rotational spring, connecting two bodies.
NewPhysicsP2RotationalSpring1O Creates a rotational spring, connecting two bodies.
NewPhysicsP2RotationalSpring2O Creates a rotational spring, connecting two bodies.
NewPhysicsP2RotationalSpring3O Creates a rotational spring, connecting two bodies.
NewPhysicsP2RotationalSpringI Creates a rotational spring, connecting two bodies.
NewPhysicsP2Spring Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring1O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring2O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring3O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring4O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring5O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring6O Creates a linear spring, connecting two bodies.
NewPhysicsP2Spring7O Creates a linear spring, connecting two bodies.
NewPhysicsP2SpringI Creates a linear spring, connecting two bodies.
NewPIXI Namespace-class for [pixi.js](http://www.pixijs.com/).
NewPixiFastShader empty description.
NewPixiFastShaderI empty description.
NewPIXII Namespace-class for [pixi.js](http://www.pixijs.com/).
NewPixiShader empty description.
NewPixiShaderI empty description.
NewPlugin This is a base Plugin template to use for any Phaser plugin development.
NewPluginI This is a base Plugin template to use for any Phaser plugin development.
NewPluginManager The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
NewPluginManagerI The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
NewPoint A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
NewPoint1O A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
NewPoint2O A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
NewPointer A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
NewPointerI A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
NewPointerMode Enumeration categorizing operational modes of pointers.
NewPointerModeI Enumeration categorizing operational modes of pointers.
NewPointI A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
NewPolygon Creates a new Polygon.
NewPolygonI Creates a new Polygon.
NewPrimitiveShader empty description.
NewPrimitiveShaderI empty description.
NewQuadTree A QuadTree implementation.
NewQuadTree1O A QuadTree implementation.
NewQuadTree2O A QuadTree implementation.
NewQuadTree3O A QuadTree implementation.
NewQuadTreeI A QuadTree implementation.
NewQuat empty description.
NewQuatI empty description.
NewRandomDataGenerator An extremely useful repeatable random data generator.
NewRandomDataGenerator1O An extremely useful repeatable random data generator.
NewRandomDataGeneratorI An extremely useful repeatable random data generator.
NewRectangle Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters.
NewRectangleI Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters.
NewRenderTexture A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTexture1O A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTexture2O A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTexture3O A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTexture4O A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTexture5O A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRenderTextureI A RenderTexture is a special texture that allows any displayObject to be rendered to it.
NewRequestAnimationFrame Abstracts away the use of RAF or setTimeOut for the core game update loop.
NewRequestAnimationFrame1O Abstracts away the use of RAF or setTimeOut for the core game update loop.
NewRequestAnimationFrameI Abstracts away the use of RAF or setTimeOut for the core game update loop.
NewRetroFont A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFont1O A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFont2O A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFont3O A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFont4O A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFont5O A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRetroFontI A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
NewRope A Rope is a Sprite that has a repeating texture.
NewRopeI A Rope is a Sprite that has a repeating texture.
NewRoundedRectangle The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangle1O The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangle2O The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangle3O The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangle4O The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangle5O The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewRoundedRectangleI The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
NewScaleManager Create a new ScaleManager object - this is done automatically by {@link Phaser.Game}
The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g.
NewScaleManagerI Create a new ScaleManager object - this is done automatically by {@link Phaser.Game}
The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g.
NewSignal Signals are what Phaser uses to handle events and event dispatching.
NewSignalBinding Object that represents a binding between a Signal and a listener function.
NewSignalBinding1O Object that represents a binding between a Signal and a listener function.
NewSignalBinding2O Object that represents a binding between a Signal and a listener function.
NewSignalBinding3O Object that represents a binding between a Signal and a listener function.
NewSignalBindingI Object that represents a binding between a Signal and a listener function.
NewSignalI Signals are what Phaser uses to handle events and event dispatching.
NewSinglePad A single Phaser Gamepad.
NewSinglePadI A single Phaser Gamepad.
NewSound The Sound class constructor.
NewSound1O The Sound class constructor.
NewSound2O The Sound class constructor.
NewSoundI The Sound class constructor.
NewSoundManager The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
NewSoundManagerI The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
NewSprite Sprites are the lifeblood of your game, used for nearly everything visual.
NewSpriteBatch The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
NewSpriteBatch1O The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
NewSpriteBatch2O The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
NewSpriteBatchI The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
NewSpriteI Sprites are the lifeblood of your game, used for nearly everything visual.
NewStage The Stage controls root level display objects upon which everything is displayed.
NewStageI The Stage controls root level display objects upon which everything is displayed.
NewState This is a base State class which can be extended if you are creating your own game.
NewStateI This is a base State class which can be extended if you are creating your own game.
NewStateManager The State Manager is responsible for loading, setting up and switching game states.
NewStateManager1O The State Manager is responsible for loading, setting up and switching game states.
NewStateManagerI The State Manager is responsible for loading, setting up and switching game states.
NewStrip empty description.
NewStripI empty description.
NewStripShader empty description.
NewStripShaderI empty description.
NewText Create a new game object for displaying Text.
NewText10O Create a new game object for displaying Text.
NewText11O Create a new game object for displaying Text.
NewText12O Create a new game object for displaying Text.
NewText13O Create a new game object for displaying Text.
NewText14O Create a new game object for displaying Text.
NewText15O Create a new game object for displaying Text.
NewText16O Create a new game object for displaying Text.
NewText17O Create a new game object for displaying Text.
NewText1O Create a new game object for displaying Text.
NewText2O Create a new game object for displaying Text.
NewText3O Create a new game object for displaying Text.
NewText4O Create a new game object for displaying Text.
NewText5O Create a new game object for displaying Text.
NewText6O Create a new game object for displaying Text.
NewText7O Create a new game object for displaying Text.
NewText8O Create a new game object for displaying Text.
NewText9O Create a new game object for displaying Text.
NewTextI Create a new game object for displaying Text.
NewTexture A texture stores the information that represents an image or part of an image.
NewTexture1O A texture stores the information that represents an image or part of an image.
NewTexture2O A texture stores the information that represents an image or part of an image.
NewTextureI A texture stores the information that represents an image or part of an image.
NewTile A Tile is a representation of a single tile within the Tilemap.
NewTileI A Tile is a representation of a single tile within the Tilemap.
NewTilemap Creates a new Phaser.Tilemap object.
NewTilemap1O Creates a new Phaser.Tilemap object.
NewTilemap2O Creates a new Phaser.Tilemap object.
NewTilemap3O Creates a new Phaser.Tilemap object.
NewTilemap4O Creates a new Phaser.Tilemap object.
NewTilemap5O Creates a new Phaser.Tilemap object.
NewTilemapI Creates a new Phaser.Tilemap object.
NewTilemapLayer A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
NewTilemapLayerI A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
NewTilemapParser Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.
NewTilemapParserI Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.
NewTileset A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileset1O A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileset2O A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileset3O A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileset4O A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileset5O A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTilesetI A Tile set is a combination of an image containing the tiles and collision data per tile.
NewTileSprite A TileSprite is a Sprite that has a repeating texture.
NewTileSpriteI A TileSprite is a Sprite that has a repeating texture.
NewTilingSprite A tiling sprite is a fast way of rendering a tiling image.
NewTilingSpriteI A tiling sprite is a fast way of rendering a tiling image.
NewTime This is the core internal game clock.
NewTimeI This is the core internal game clock.
NewTimer A Timer is a way to create and manage {@link Phaser.TimerEvent timer events} that wait for a specific duration and then run a callback.
NewTimer1O A Timer is a way to create and manage {@link Phaser.TimerEvent timer events} that wait for a specific duration and then run a callback.
NewTimerEvent A TimerEvent is a single event that is processed by a Phaser.Timer.
NewTimerEventI A TimerEvent is a single event that is processed by a Phaser.Timer.
NewTimerI A Timer is a way to create and manage {@link Phaser.TimerEvent timer events} that wait for a specific duration and then run a callback.
NewTouch Phaser.Touch handles touch events with your game.
NewTouchI Phaser.Touch handles touch events with your game.
NewTween A Tween allows you to alter one or more properties of a target object over a defined period of time.
NewTweenData A Phaser.Tween contains at least one TweenData object.
NewTweenDataI A Phaser.Tween contains at least one TweenData object.
NewTweenI A Tween allows you to alter one or more properties of a target object over a defined period of time.
NewTweenManager Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
NewTweenManagerI Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
NewUtils empty description.
NewUtilsDebug A collection of methods for displaying debug information about game objects.
NewUtilsDebugI A collection of methods for displaying debug information about game objects.
NewUtilsI empty description.
NewVec2 empty description.
NewVec2I empty description.
NewVec3 empty description.
NewVec3I empty description.
NewVec4 empty description.
NewVec4I empty description.
NewVideo A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.
NewVideo1O A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.
NewVideo2O A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.
NewVideoI A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.
NewWebGLBlendModeManager empty description.
NewWebGLBlendModeManagerI empty description.
NewWebGLFastSpriteBatch empty description.
NewWebGLFastSpriteBatchI empty description.
NewWebGLFilterManager empty description.
NewWebGLFilterManagerI empty description.
NewWebGLGraphics A set of functions used by the webGL renderer to draw the primitive graphics data.
NewWebGLGraphicsData empty description.
NewWebGLGraphicsDataI empty description.
NewWebGLGraphicsI A set of functions used by the webGL renderer to draw the primitive graphics data.
NewWebGLMaskManager empty description.
NewWebGLMaskManagerI empty description.
NewWebGLRenderer The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas.
NewWebGLRendererI The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas.
NewWebGLShaderManager empty description.
NewWebGLShaderManagerI empty description.
NewWebGLSpriteBatch empty description.
NewWebGLSpriteBatchI empty description.
NewWebGLStencilManager empty description.
NewWebGLStencilManagerI empty description.
NewWorld "This world is but a canvas to our imagination." - Henry David Thoreau
A game has only one world.
NewWorldI "This world is but a canvas to our imagination." - Henry David Thoreau
A game has only one world.
AbstractFilter Binding conversion method to AbstractFilter point.
Animation Binding conversion method to Animation point.
AnimationManager Binding conversion method to AnimationManager point.
AnimationParser Binding conversion method to AnimationParser point.
ArraySet Binding conversion method to ArraySet point.
ArrayUtils Binding conversion method to ArrayUtils point.
AudioSprite Binding conversion method to AudioSprite point.
BaseTexture Binding conversion method to BaseTexture point.
BitmapData Binding conversion method to BitmapData point.
BitmapText Binding conversion method to BitmapText point.
Button Binding conversion method to Button point.
Cache Binding conversion method to Cache point.
Camera Binding conversion method to Camera point.
Canvas Binding conversion method to Canvas point.
CanvasBuffer Binding conversion method to CanvasBuffer point.
CanvasGraphics Binding conversion method to CanvasGraphics point.
CanvasMaskManager Binding conversion method to CanvasMaskManager point.
CanvasPool Binding conversion method to CanvasPool point.
CanvasRenderer Binding conversion method to CanvasRenderer point.
CanvasTinter Binding conversion method to CanvasTinter point.
Circle Binding conversion method to Circle point.
Color Binding conversion method to Color point.
ComplexPrimitiveShader Binding conversion method to ComplexPrimitiveShader point.
ComponentAngle Binding conversion method to ComponentAngle point.
ComponentAnimation Binding conversion method to ComponentAnimation point.
ComponentAutoCull Binding conversion method to ComponentAutoCull point.
ComponentBounds Binding conversion method to ComponentBounds point.
ComponentBringToTop Binding conversion method to ComponentBringToTop point.
ComponentCore Binding conversion method to ComponentCore point.
ComponentCrop Binding conversion method to ComponentCrop point.
ComponentDelta Binding conversion method to ComponentDelta point.
ComponentDestroy Binding conversion method to ComponentDestroy point.
ComponentFixedToCamera Binding conversion method to ComponentFixedToCamera point.
ComponentHealth Binding conversion method to ComponentHealth point.
ComponentInCamera Binding conversion method to ComponentInCamera point.
ComponentInputEnabled Binding conversion method to ComponentInputEnabled point.
ComponentInWorld Binding conversion method to ComponentInWorld point.
ComponentLifeSpan Binding conversion method to ComponentLifeSpan point.
ComponentLoadTexture Binding conversion method to ComponentLoadTexture point.
ComponentOverlap Binding conversion method to ComponentOverlap point.
ComponentPhysicsBody Binding conversion method to ComponentPhysicsBody point.
ComponentReset Binding conversion method to ComponentReset point.
ComponentScaleMinMax Binding conversion method to ComponentScaleMinMax point.
ComponentSmoothed Binding conversion method to ComponentSmoothed point.
Create Binding conversion method to Create point.
Creature Binding conversion method to Creature point.
Device Binding conversion method to Device point.
DeviceButton Binding conversion method to DeviceButton point.
DisplayObject Binding conversion method to DisplayObject point.
DisplayObjectContainer Binding conversion method to DisplayObjectContainer point.
DOM Binding conversion method to DOM point.
EarCut Binding conversion method to EarCut point.
Easing Binding conversion method to Easing point.
EasingBack Binding conversion method to EasingBack point.
EasingBounce Binding conversion method to EasingBounce point.
EasingCircular Binding conversion method to EasingCircular point.
EasingCubic Binding conversion method to EasingCubic point.
EasingElastic Binding conversion method to EasingElastic point.
EasingExponential Binding conversion method to EasingExponential point.
EasingLinear Binding conversion method to EasingLinear point.
EasingQuadratic Binding conversion method to EasingQuadratic point.
EasingQuartic Binding conversion method to EasingQuartic point.
EasingQuintic Binding conversion method to EasingQuintic point.
EasingSinusoidal Binding conversion method to EasingSinusoidal point.
Ellipse Binding conversion method to Ellipse point.
Event Binding conversion method to Event point.
Events Binding conversion method to Events point.
EventTarget Binding conversion method to EventTarget point.
Filter Binding conversion method to Filter point.
FilterTexture Binding conversion method to FilterTexture point.
FlexGrid Binding conversion method to FlexGrid point.
FlexLayer Binding conversion method to FlexLayer point.
Frame Binding conversion method to Frame point.
FrameData Binding conversion method to FrameData point.
Game Binding conversion method to Game point.
GameObjectCreator Binding conversion method to GameObjectCreator point.
GameObjectFactory Binding conversion method to GameObjectFactory point.
Gamepad Binding conversion method to Gamepad point.
GlMatrix Binding conversion method to GlMatrix point.
Graphics Binding conversion method to Graphics point.
GraphicsData Binding conversion method to GraphicsData point.
Group Binding conversion method to Group point.
Hermite Binding conversion method to Hermite point.
Image Binding conversion method to Image point.
ImageCollection Binding conversion method to ImageCollection point.
Input Binding conversion method to Input point.
InputHandler Binding conversion method to InputHandler point.
Key Binding conversion method to Key point.
Keyboard Binding conversion method to Keyboard point.
KeyCode Binding conversion method to KeyCode point.
Line Binding conversion method to Line point.
LinkedList Binding conversion method to LinkedList point.
Loader Binding conversion method to Loader point.
LoaderParser Binding conversion method to LoaderParser point.
Mat2 Binding conversion method to Mat2 point.
Mat2d Binding conversion method to Mat2d point.
Mat3 Binding conversion method to Mat3 point.
Mat4 Binding conversion method to Mat4 point.
Math Binding conversion method to Math point.
Matrix Binding conversion method to Matrix point.
Mouse Binding conversion method to Mouse point.
MSPointer Binding conversion method to MSPointer point.
Net Binding conversion method to Net point.
Particle Binding conversion method to Particle point.
Particles Binding conversion method to Particles point.
ParticlesArcade Binding conversion method to ParticlesArcade point.
ParticlesArcadeEmitter Binding conversion method to ParticlesArcadeEmitter point.
Physics Binding conversion method to Physics point.
PhysicsArcade Binding conversion method to PhysicsArcade point.
PhysicsArcadeBody Binding conversion method to PhysicsArcadeBody point.
PhysicsArcadeTilemapCollision Binding conversion method to PhysicsArcadeTilemapCollision point.
PhysicsNinja Binding conversion method to PhysicsNinja point.
PhysicsNinjaAABB Binding conversion method to PhysicsNinjaAABB point.
PhysicsNinjaBody Binding conversion method to PhysicsNinjaBody point.
PhysicsNinjaCircle Binding conversion method to PhysicsNinjaCircle point.
PhysicsNinjaTile Binding conversion method to PhysicsNinjaTile point.
PhysicsP2 Binding conversion method to PhysicsP2 point.
PhysicsP2Body Binding conversion method to PhysicsP2Body point.
PhysicsP2BodyDebug Binding conversion method to PhysicsP2BodyDebug point.
PhysicsP2CollisionGroup Binding conversion method to PhysicsP2CollisionGroup point.
PhysicsP2ContactMaterial Binding conversion method to PhysicsP2ContactMaterial point.
PhysicsP2DistanceConstraint Binding conversion method to PhysicsP2DistanceConstraint point.
PhysicsP2FixtureList Binding conversion method to PhysicsP2FixtureList point.
PhysicsP2GearConstraint Binding conversion method to PhysicsP2GearConstraint point.
PhysicsP2InversePointProxy Binding conversion method to PhysicsP2InversePointProxy point.
PhysicsP2LockConstraint Binding conversion method to PhysicsP2LockConstraint point.
PhysicsP2Material Binding conversion method to PhysicsP2Material point.
PhysicsP2PointProxy Binding conversion method to PhysicsP2PointProxy point.
PhysicsP2PrismaticConstraint Binding conversion method to PhysicsP2PrismaticConstraint point.
PhysicsP2RevoluteConstraint Binding conversion method to PhysicsP2RevoluteConstraint point.
PhysicsP2RotationalSpring Binding conversion method to PhysicsP2RotationalSpring point.
PhysicsP2Spring Binding conversion method to PhysicsP2Spring point.
PIXI Binding conversion method to PIXI point.
PixiFastShader Binding conversion method to PixiFastShader point.
PixiShader Binding conversion method to PixiShader point.
Plugin Binding conversion method to Plugin point.
PluginManager Binding conversion method to PluginManager point.
Point Binding conversion method to Point point.
Pointer Binding conversion method to Pointer point.
PointerMode Binding conversion method to PointerMode point.
Polygon Binding conversion method to Polygon point.
PrimitiveShader Binding conversion method to PrimitiveShader point.
QuadTree Binding conversion method to QuadTree point.
Quat Binding conversion method to Quat point.
RandomDataGenerator Binding conversion method to RandomDataGenerator point.
Rectangle Binding conversion method to Rectangle point.
RenderTexture Binding conversion method to RenderTexture point.
RequestAnimationFrame Binding conversion method to RequestAnimationFrame point.
RetroFont Binding conversion method to RetroFont point.
Rope Binding conversion method to Rope point.
RoundedRectangle Binding conversion method to RoundedRectangle point.
ScaleManager Binding conversion method to ScaleManager point.
Signal Binding conversion method to Signal point.
SignalBinding Binding conversion method to SignalBinding point.
SinglePad Binding conversion method to SinglePad point.
Sound Binding conversion method to Sound point.
SoundManager Binding conversion method to SoundManager point.
Sprite Binding conversion method to Sprite point.
SpriteBatch Binding conversion method to SpriteBatch point.
Stage Binding conversion method to Stage point.
State Binding conversion method to State point.
StateManager Binding conversion method to StateManager point.
Strip Binding conversion method to Strip point.
StripShader Binding conversion method to StripShader point.
Text Binding conversion method to Text point.
Texture Binding conversion method to Texture point.
Tile Binding conversion method to Tile point.
Tilemap Binding conversion method to Tilemap point.
TilemapLayer Binding conversion method to TilemapLayer point.
TilemapParser Binding conversion method to TilemapParser point.
Tileset Binding conversion method to Tileset point.
TileSprite Binding conversion method to TileSprite point.
TilingSprite Binding conversion method to TilingSprite point.
Time Binding conversion method to Time point.
Timer Binding conversion method to Timer point.
TimerEvent Binding conversion method to TimerEvent point.
Touch Binding conversion method to Touch point.
Tween Binding conversion method to Tween point.
TweenData Binding conversion method to TweenData point.
TweenManager Binding conversion method to TweenManager point.
Utils Binding conversion method to Utils point.
UtilsDebug Binding conversion method to UtilsDebug point.
Vec2 Binding conversion method to Vec2 point.
Vec3 Binding conversion method to Vec3 point.
Vec4 Binding conversion method to Vec4 point.
Video Binding conversion method to Video point.
WebGLBlendModeManager Binding conversion method to WebGLBlendModeManager point.
WebGLFastSpriteBatch Binding conversion method to WebGLFastSpriteBatch point.
WebGLFilterManager Binding conversion method to WebGLFilterManager point.
WebGLGraphics Binding conversion method to WebGLGraphics point.
WebGLGraphicsData Binding conversion method to WebGLGraphicsData point.
WebGLMaskManager Binding conversion method to WebGLMaskManager point.
WebGLRenderer Binding conversion method to WebGLRenderer point.
WebGLShaderManager Binding conversion method to WebGLShaderManager point.
WebGLSpriteBatch Binding conversion method to WebGLSpriteBatch point.
WebGLStencilManager Binding conversion method to WebGLStencilManager point.
World Binding conversion method to World point.
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# Constants
*
* The Angle (in degrees) a Game Object needs to be set to in order to face down.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face left.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face north east.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face north west.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face right.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face south east.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face south west.
*
* The Angle (in degrees) a Game Object needs to be set to in order to face up.
*
* AUTO renderer - picks between WebGL or Canvas based on device.
*
* Game Object type.
*
* Game Object type.
*
* A constant representing a bottom-center alignment or position.
*
* A constant representing a bottom-left alignment or position.
*
* A constant representing a bottom-right alignment or position.
*
* Game Object type.
*
* Canvas Renderer.
*
* Game Object type.
*
* A constant representing a center alignment or position.
*
* Game Object type.
*
* Game Object type.
*
* Direction constant.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Headless renderer (not visual output)
* @constant
* @type {integer}
*/.
*
* A horizontal orientation
* @constant
* @type {integer}
*/.
*
* Game Object type.
*
* A landscape orientation
* @constant
* @type {integer}
*/.
*
* Direction constant.
*
* A constant representing a left-bottom alignment or position.
*
* A constant representing a left-center alignment or position.
*
* A constant representing a left-top alignment or position.
*
* Game Object type.
*
* Game Object type.
*
* Direction constant.
*
* Game Object type.
*
* @const
* @type {number}
*/.
*
* A constant used for the sortDirection value.
*
* A constant used for the sortDirection value.
*
* A constant used for the sortDirection value.
*
* A constant used for the sortDirection value.
*
* A constant used for the sortDirection value.
*
* @const
* @type {number}
*/.
*
* @const
* @type {number}
*/.
*
* @const
* @type {number}
*/.
*
* @const
* @type {number}
*/.
*
* @const
* @type {number}
*/.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* A portrait orientation
* @constant
* @type {integer}
*/.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Direction constant.
*
* A constant representing a right-bottom alignment or position.
*
* A constant representing a right-center alignment or position.
*
* A constant representing a right-top alignment or position.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* Game Object type.
*
* @constant
* @type {number}
*/.
*
* @constant
* @type {number}
*/.
*
* @constant
* @type {number}
*/.
*
* @constant
* @type {number}
*/.
*
* @constant
* @type {number}
*/.
*
* @constant
* @type {number}
*/.
*
* Game Object type.
*
* Game Object type.
*
* A constant representing a top-center alignment or position.
*
* A constant representing a top-left alignment or position.
*
* A constant representing a top-right alignment or position.
*
* Direction constant.
*
* The Phaser version number.
*
* A vertical orientation
* @constant
* @type {integer}
*/.
*
* Game Object type.
*
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Camera.bounds` rectangle.
*
* A `bulletKillType` constant that automatically kills the bullets after they
* exceed the `bulletDistance` from their original firing position.
*
* A `bulletKillType` constant that automatically kills the bullets when their `bulletLifespan` expires.
*
* A `bulletKillType` constant that stops the bullets from ever being destroyed automatically.
*
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.
*
* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.
*
* A `bulletKillType` constant that automatically kills the bullets when they leave the `World.bounds` rectangle.
*
* WebGL Renderer.
*
* Game Object type.
# Variables
*
* Various blend modes supported by Pixi.
*
* An array of Phaser game instances.
*
* The scale modes that are supported by Pixi.
# Structs
AbstractFilter This is the base class for creating a PIXI filter.
Animation An Animation instance contains a single animation and the controls to play it.
AnimationManager The Animation Manager is used to add, play and update Phaser Animations.
AnimationParser Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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ArraySet ArraySet is a Set data structure (items must be unique within the set) that also maintains order.
ArrayUtils Utility functions for dealing with Arrays.
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AudioSprite Audio Sprites are a combination of audio files and a JSON configuration.
BaseTexture A texture stores the information that represents an image.
BitmapData A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
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BitmapText BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
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Button Create a new `Button` object.
Cache Phaser has one single cache in which it stores all assets.
Camera A Camera is your view into the game world.
Canvas The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
CanvasBuffer Creates a Canvas element of the given size.
CanvasGraphics A set of functions used by the canvas renderer to draw the primitive graphics data.
CanvasMaskManager A set of functions used to handle masking.
CanvasPool The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.
CanvasRenderer The CanvasRenderer draws the Stage and all its content onto a 2d canvas.
CanvasTinter Utility methods for Sprite/Texture tinting.
Circle Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
Color The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
ComplexPrimitiveShader empty description.
ComponentAngle The Angle Component provides access to an `angle` property; the rotation of a Game Object in degrees.
ComponentAnimation The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.
ComponentAutoCull The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
ComponentBounds The Bounds component contains properties related to the bounds of the Game Object.
ComponentBringToTop The BringToTop Component features quick access to Group sorting related methods.
ComponentCore Core Component Features.
ComponentCrop The Crop component provides the ability to crop a texture based Game Object to a defined rectangle, which can be updated in real-time.
ComponentDelta The Delta component provides access to delta values between the Game Objects current and previous position.
ComponentDestroy The Destroy component is responsible for destroying a Game Object.
ComponentFixedToCamera The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless of where in the world the camera is.
ComponentHealth The Health component provides the ability for Game Objects to have a `health` property that can be damaged and reset through game code.
ComponentInCamera The InCamera component checks if the Game Object intersects with the Game Camera.
ComponentInputEnabled The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.
ComponentInWorld The InWorld component checks if a Game Object is within the Game World Bounds.
ComponentLifeSpan LifeSpan Component Features.
ComponentLoadTexture The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.
ComponentOverlap The Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.
ComponentPhysicsBody The PhysicsBody component manages the Game Objects physics body and physics enabling.
ComponentReset The Reset component allows a Game Object to be reset and repositioned to a new location.
ComponentScaleMinMax The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.
ComponentSmoothed The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.
Create The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content quickly and easily, without the need for any external files.
Creature Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
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Device Detects device support capabilities and is responsible for device initialization - see {@link Phaser.Device.whenReady whenReady}.
DeviceButton DeviceButtons belong to both `Phaser.Pointer` and `Phaser.SinglePad` (Gamepad) instances.
DisplayObject The base class for all objects that are rendered.
DisplayObjectContainer A DisplayObjectContainer represents a collection of display objects.
DOM DOM utility class.
EarCut empty description.
Easing A collection of easing methods defining ease-in and ease-out curves.
EasingBack Back easing.
EasingBounce Bounce easing.
EasingCircular Circular easing.
EasingCubic Cubic easing.
EasingElastic Elastic easing.
EasingExponential Exponential easing.
EasingLinear Linear easing.
EasingQuadratic Quadratic easing.
EasingQuartic Quartic easing.
EasingQuintic Quintic easing.
EasingSinusoidal Sinusoidal easing.
Ellipse Creates a Ellipse object.
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Event Creates an homogenous object for tracking events so users can know what to expect.
Events The Events component is a collection of events fired by the parent Game Object.
EventTarget Mixins event emitter functionality to a class.
Filter This is a base Filter class to use for any Phaser filter development.
FilterTexture empty description.
FlexGrid WARNING: This is an EXPERIMENTAL class.
FlexLayer WARNING: This is an EXPERIMENTAL class.
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Frame A Frame is a single frame of an animation and is part of a FrameData collection.
FrameData FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.
Game This is where the magic happens.
GameObjectCreator The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.
GameObjectFactory The GameObjectFactory is a quick way to create many common game objects using {@linkcode Phaser.Game#add `game.add`}.
Gamepad The Gamepad class handles gamepad input and dispatches gamepad events.
GlMatrix empty description.
Graphics A Graphics object is a way to draw primitives to your game.
GraphicsData A GraphicsData object.
Group A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.
Hermite A data representation of a Hermite Curve (see http://en.wikipedia.org/wiki/Cubic_Hermite_spline)
A Hermite curve has a start and end point and tangent vectors for both of them.
Image An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
ImageCollection An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
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Input Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
InputHandler The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
Key If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
Keyboard The Keyboard class monitors keyboard input and dispatches keyboard events.
No description provided by the author
KeyCode A key code represents a physical key on a keyboard.
Line Creates a new Line object with a start and an end point.
LinkedList A basic Linked List data structure.
Loader The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
LoaderParser Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
Mat2 empty description.
Mat2d A mat2d contains six elements defined as: <pre> [a, c, tx, b, d, ty] </pre> This is a short form for the 3x3 matrix: <pre> [a, c, tx, b, d, ty, 0, 0, 1] </pre> The last row is ignored so the array is shorter and operations are faster.
Mat3 empty description.
Mat4 empty description.
Math A collection of useful mathematical functions.
Matrix The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
No description provided by the author
Mouse The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
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MSPointer The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
Net Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
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Particle Create a new `Particle` object.
Particles Phaser.Particles is the Particle Manager for the game.
ParticlesArcade Arcade Particles is a Particle System integrated with Arcade Physics.
ParticlesArcadeEmitter Emitter is a lightweight particle emitter that uses Arcade Physics.
Physics The Physics Manager is responsible for looking after all of the running physics systems.
PhysicsArcade The Arcade Physics world.
PhysicsArcadeBody The Physics Body is linked to a single Sprite.
PhysicsArcadeTilemapCollision The Arcade Physics Tile map collision methods.
Physics.
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PhysicsNinja Ninja Physics.
PhysicsNinjaAABB Ninja Physics AABB constructor.
PhysicsNinjaBody The Physics Body is linked to a single Sprite.
PhysicsNinjaCircle Ninja Physics Circle constructor.
PhysicsNinjaTile Ninja Physics Tile constructor.
PhysicsP2 This is your main access to the P2 Physics World.
PhysicsP2Body The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.
PhysicsP2BodyDebug Draws a P2 Body to a Graphics instance for visual debugging.
PhysicsP2CollisionGroup Collision Group.
No description provided by the author
PhysicsP2ContactMaterial Defines a physics material.
PhysicsP2DistanceConstraint A constraint that tries to keep the distance between two bodies constant.
PhysicsP2FixtureList Allow to access a list of created fixture (coming from Body#addPhaserPolygon) which itself parse the input from PhysicsEditor with the custom phaser exporter.
PhysicsP2GearConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
PhysicsP2InversePointProxy A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
PhysicsP2LockConstraint Locks the relative position between two bodies.
PhysicsP2Material A P2 Material.
PhysicsP2PointProxy A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays.
PhysicsP2PrismaticConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
PhysicsP2RevoluteConstraint Connects two bodies at given offset points, letting them rotate relative to each other around this point.
PhysicsP2RotationalSpring Creates a rotational spring, connecting two bodies.
PhysicsP2Spring Creates a linear spring, connecting two bodies.
PIXI Namespace-class for [pixi.js](http://www.pixijs.com/).
PixiFastShader empty description.
PixiShader empty description.
Plugin This is a base Plugin template to use for any Phaser plugin development.
PluginManager The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
Point A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
Pointer A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
No description provided by the author
PointerMode Enumeration categorizing operational modes of pointers.
Polygon Creates a new Polygon.
PrimitiveShader empty description.
QuadTree A QuadTree implementation.
Quat empty description.
RandomDataGenerator An extremely useful repeatable random data generator.
Rectangle Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters.
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RenderTexture A RenderTexture is a special texture that allows any displayObject to be rendered to it.
RequestAnimationFrame Abstracts away the use of RAF or setTimeOut for the core game update loop.
RetroFont A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text.
Rope A Rope is a Sprite that has a repeating texture.
RoundedRectangle The Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
ScaleManager The ScaleManager object handles the the scaling, resizing, and alignment of the Game size and the game Display canvas.
Signal Signals are what Phaser uses to handle events and event dispatching.
SignalBinding Object that represents a binding between a Signal and a listener function.
SinglePad A single Phaser Gamepad.
Sound The Sound class constructor.
SoundManager The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
Sprite Sprites are the lifeblood of your game, used for nearly everything visual.
SpriteBatch The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
Stage The Stage controls root level display objects upon which everything is displayed.
State This is a base State class which can be extended if you are creating your own game.
StateManager The State Manager is responsible for loading, setting up and switching game states.
Strip empty description.
StripShader empty description.
Text Create a new game object for displaying Text.
Texture A texture stores the information that represents an image or part of an image.
Tile A Tile is a representation of a single tile within the Tilemap.
Tilemap Creates a new Phaser.Tilemap object.
TilemapLayer A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
TilemapParser Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.
Tileset A Tile set is a combination of an image containing the tiles and collision data per tile.
TileSprite A TileSprite is a Sprite that has a repeating texture.
TilingSprite A tiling sprite is a fast way of rendering a tiling image.
Time This is the core internal game clock.
Timer A Timer is a way to create and manage {@link Phaser.TimerEvent timer events} that wait for a specific duration and then run a callback.
TimerEvent A TimerEvent is a single event that is processed by a Phaser.Timer.
Touch Phaser.Touch handles touch events with your game.
No description provided by the author
Tween A Tween allows you to alter one or more properties of a target object over a defined period of time.
TweenData A Phaser.Tween contains at least one TweenData object.
TweenManager Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.
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Utils empty description.
UtilsDebug A collection of methods for displaying debug information about game objects.
Vec2 empty description.
Vec3 empty description.
Vec4 empty description.
Video A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.
No description provided by the author
WebGLBlendModeManager empty description.
WebGLFastSpriteBatch empty description.
WebGLFilterManager empty description.
WebGLGraphics A set of functions used by the webGL renderer to draw the primitive graphics data.
WebGLGraphicsData empty description.
WebGLMaskManager empty description.
WebGLRenderer The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas.
WebGLShaderManager empty description.
WebGLSpriteBatch empty description.
WebGLStencilManager empty description.
World "This world is but a canvas to our imagination." - Henry David Thoreau
A game has only one world.
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# Type aliases
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PIXI.
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