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

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)

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)

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)

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

Component.LoadTexture#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Source code: gameobjects/components/LoadTexture.js (Line 232)

Particles.Arcade.Emitter#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Physics.P2.BodyDebug#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. 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 Description oldChild any The child in this group that will be replaced. newChild any