Matrix#c

c : number Default Value 0 Source code: geom/Matrix.js (Line 51)

SpriteBatch#getIndex()

getIndex(child) → {integer} Get the index position of the given child in this group, which should match the child's z property. Parameters Name Type Description child any The child to get the index for. Returns integer - The index of the child or -1 if it's not a member of this group. Inherited From Phaser.Group#getIndex Source code: core/Group.js (Line 1029)

global#TEXT

<constant> TEXT : integer Game Object type. Source code: Phaser.js (Line 122)

Cache#addTilemap()

addTilemap(key, url, mapData, format) Add a new tilemap to the Cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. mapData object The tilemap data object (either a CSV or JSON file). format number The format of the tilemap data. Source code: loader/Cache.js (Line 407)

Rope#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

Bullet#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Text#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Text#width

width : number The width of the Text. Setting this will modify the scale to achieve the value requested. Source code: gameobjects/Text.js (Line 2239)

LinkedList#remove()

remove(item) Removes the given element from this linked list if it exists. Parameters Name Type Description item object The item to be removed from the list. Source code: utils/LinkedList.js (Line 107)

Rectangle#floor()

floor() Runs Math.floor() on both the x and y values of this Rectangle. Source code: geom/Rectangle.js (Line 139)