FlexLayer#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

FlexGrid#debug()

debug() Call in the render function to output the bounds rects. Source code: core/FlexGrid.js (Line 299)

Physics.Arcade.Body#angle

[readonly] angle : number The angle of the Body's velocity in radians. Source code: physics/arcade/Body.js (Line 288)

BitmapData#copy()

copy(source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) → {Phaser.BitmapData} Copies a rectangular area from the source object to this BitmapData. If you give null as the source it will copy from itself. You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn. All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameter

Physics.Arcade.Body#newVelocity

[readonly] newVelocity : Phaser.Point The new velocity. Calculated during the Body.preUpdate and applied to its position. Source code: physics/arcade/Body.js (Line 150)

Particles.Arcade.Emitter#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)

Particles.Arcade.Emitter#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Text#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Pointer#worldX

[readonly] worldX : number Gets the X value of this Pointer in world coordinates based on the world camera. Source code: input/Pointer.js (Line 1216)

Particles.Arcade.Emitter#getTop()

getTop() → {any} Return the child at the top of this group. The top child is the child displayed (rendered) above every other child. Returns any - The child at the top of the Group. Inherited From Phaser.Group#getTop Source code: core/Group.js (Line 2204)