divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group
bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list
frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the
pointerTimeDown(pointerId) → {number} A timestamp representing when
setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object
group(parent, name, addToStage, enableBody, physicsBodyType
text(x, y, text, style, group
pixelPerfectAlpha : number The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's
bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups
priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example
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