Tilemap#collideIndexes

collideIndexes :array An array of tile indexes that collide. Source code: tilemap/Tilemap.js (Line 125)

Group#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Physics.Arcade.Body#Body

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. Parameters Name Type Description sprite Phaser.Sprite The Sprite object this physics body belongs to. Source code: physics/arcade/Body.js (Line 15)

Text#Text

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view.Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded. See this compatibility table for the available default fonts across mobile browsers. Parameters Name Type Argument Description game Phaser.Game Current game i

GameObjectCreator#text()

text(x, y, text, style) → {Phaser.Text} Creates a new Text object. Parameters Name Type Description x number X position of the new text object. y number Y position of the new text object. text string The actual text that will be written. style object The style object containing style attributes like font, font size , etc. Returns Phaser.Text - The newly created text object. Source code: gameobjects/GameObjectCreator.js (Line 199)

Device#hlsVideo

hlsVideo : boolean Can this device play hls video files? Source code: utils/Device.js (Line 454)

Button#preUpdate()

preUpdate() Automatically called by World.preUpdate. Inherited From Phaser.Image#preUpdate Source code: gameobjects/Image.js (Line 79)

Device#node

node : boolean Is the game running under Node.js? Source code: utils/Device.js (Line 88)

Physics.P2.BodyDebug#setProperty()

setProperty(child, key, value, operation, force) → {boolean} Sets a property to the given value on the child. The operation parameter controls how the value is set. The operations are: 0: set the existing value to the given value; if force is true a new property will be created if needed 1: will add the given value to the value already present. 2: will subtract the given value from the value already present. 3: will multiply the value already present by the given value. 4: will divide the val

Tween#stop()

stop(complete) → {Phaser.Tween} Stops the tween if running and flags it for deletion from the TweenManager.If called directly the Tween.onComplete signal is not dispatched and no chained tweens are started unless the complete parameter is set to true.If you just wish to pause a tween then use Tween.pause instead. Parameters Name Type Argument Default Description complete boolean <optional> false Set to true to dispatch the Tween.onComplete signal. Returns Phaser.Tween - This