Particle#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Text#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Device#littleEndian

littleEndian : boolean Is the device big or little endian? (only detected if the browser supports TypedArrays) Source code: utils/Device.js (Line 488)

Color.getRGB()

<static> getRGB(color) → {object} Return the component parts of a color as an Object with the properties alpha, red, green, blue. Alpha will only be set if it exist in the given color (0xAARRGGBB) Parameters Name Type Description color number Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB). Returns object - An Object with properties: alpha, red, green, blue (also r, g, b and a). Alpha will only be present if a color value > 16777215 was given. Source code: utils/Color

Particle#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Sprite#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Rope#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

FrameData#getFrames()

getFrames(frames, useNumericIndex, output) → {Array} Returns all of the Frames in this FrameData set where the frame index is found in the input array.The frames are returned in the output array, or if none is provided in a new Array object. Parameters Name Type Argument Default Description frames Array <optional> An Array containing the indexes of the frames to retrieve. If the array is empty or undefined then all frames in the FrameData are returned. useNumericIndex boolean &

GameObjectFactory#video()

video(key, url) → {Phaser.Video} Create a Video object. This will return a Phaser.Video object which you can pass to a Sprite to be used as a texture. Parameters Name Type Argument Default Description key string | null <optional> null The key of the video file in the Phaser.Cache that this Video object will play. Set to null or leave undefined if you wish to use a webcam as the source. See startMediaStream to start webcam capture. url string | null <optional> null If th

Input#addPointer()

addPointer() → {Phaser.Pointer | null} Add a new Pointer object to the Input Manager.By default Input creates 3 pointer objects: mousePointer (not include in part of general pointer pool), pointer1 and pointer2.This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10). Returns Phaser.Pointer | null - The new Pointer object that was created; null if a new pointer could not be added. Source code: input/Input.js (Line 549)