TileSprite#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

Color.blendSubtract()

<static> blendSubtract(a, b) → {integer} Combines the source and backdrop colors and returns their value minus 255. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1071)

Button#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Rectangle#resize()

resize(width, height) → {Phaser.Rectangle} Resize the Rectangle by providing a new width and height.The x and y positions remain unchanged. Parameters Name Type Description width number The width of the Rectangle. Should always be either zero or a positive value. height number The height of the Rectangle. Should always be either zero or a positive value. Returns Phaser.Rectangle - This Rectangle object Source code: geom/Rectangle.js (Line 241)

Physics.Ninja.Circle#projCircle_67DegB()

projCircle_67DegB(x, y, oH, oV, obj, t) → {number} Resolves 67 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. oH number Grid / voronoi region. oV number Grid / voronoi region. obj Phaser.Physics.Ninja.Circle The Circle involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/

Image#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Tilemap#height

height : number The height of the map (in tiles). Source code: tilemap/Tilemap.js (Line 55)

Line#centerOn()

centerOn(x, y) → {Phaser.Line} Centers this Line on the given coordinates. The line is centered by positioning the start and end points so that the lines midpoint matchesthe coordinates given. Parameters Name Type Description x number The x position to center the line on. y number The y position to center the line on. Returns Phaser.Line - This line object Source code: geom/Line.js (Line 200)

FlexLayer#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)

BaseTexture#skipRender

skipRender : boolean A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture)that has children that you do want to render, without causing a batch flush in the process. Source code: pixi/textures/BaseTexture.js (Line 115)