World#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

World#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

World#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

World#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

World#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

World#addAt()

addAt(child, index, silent) → {DisplayObject} Adds an existing object to this group. The child is added to the group at the location specified by the index value, this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Argument Default Descr

World#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if

World#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

WebGLRenderer#width

width : number The width of the canvas view Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 81)

WebGLRenderer#view

view :HTMLCanvasElement The canvas element that everything is drawn to Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 97)