Pointer#reset()

reset() Resets the Pointer properties. Called by InputManager.reset when you perform a State change. Source code: input/Pointer.js (Line 1147)

BitmapText#purgeGlyphs()

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having very few characters it will cause lots ofSprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list theystill take up memory while sat in the glyphs pool waiting to be re-used in the future. If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the poolby calling this method. Calling this doesn't p

Tile#copy()

copy(tile) Copies the tile data and properties from the given tile to this tile. Parameters Name Type Description tile Phaser.Tile The tile to copy from. Source code: tilemap/Tile.js (Line 305)

Utils.Debug#spriteCoords()

spriteCoords(sprite, x, y, color) Renders the sprite coordinates in local, positional and world space. Parameters Name Type Argument Default Description sprite Phaser.Sprite | Phaser.Image The sprite to display the coordinates for. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code:

SpriteBatch#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)

Component.LifeSpan#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Default Value true Source code: gameobjects/components

Physics.P2.BodyDebug#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)

Weapon#Weapon

new Weapon(game, parent) The Weapon Plugin provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of Weapon.bullets, which is a Phaser.Group instance. Anything youcan usually do with a Group, such as move it around the display list, iterate it, etc can be doneto the bullets

RenderTexture#RenderTexture

new RenderTexture(game, width, height, key, scaleMode, resolution) A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects andrender them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. width number <optional> 100 The widt

RetroFont.TEXT_SET7

[static] TEXT_SET7 : string Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39 Source code: gameobjects/RetroFont.js (Line 245)