BitmapText#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

TilemapLayer#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Particles.Arcade.Emitter#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

Particles.Arcade.Emitter#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

Weapon#fireFrom

fireFrom : Phaser.Rectangle This is a Rectangle from within which the bullets are fired. By default it's a 1x1rectangle, the equivalent of a Point. But you can change the width and height, and iflarger than 1x1 it'll pick a random point within the rectangle to launch the bullet from. Source code: plugins/weapon/WeaponPlugin.js (Line 92)

Weapon#y

y : number The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1246)

Particles.Arcade.Emitter#removeBetween()

removeBetween(startIndex, endIndex, destroy, silent) Removes all children from this group whose index falls beteen the given startIndex and endIndex values. Parameters Name Type Argument Default Description startIndex integer The index to start removing children from. endIndex integer <optional> The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group. destroy boolea

Physics.Arcade.RIGHT_LEFT

[static] RIGHT_LEFT : number A constant used for the sortDirection value.Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards) Source code: physics/arcade/World.js (Line 114)

Tilemap#layer

layer : number | string | Phaser.TilemapLayer The current layer object. Type number | string | Phaser.TilemapLayer Source code: tilemap/Tilemap.js (Line 1947)

Component.InWorld#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram