World#moveAll()

moveAll(group, silent) → {Phaser.Group} Moves all children from this Group to the Group given. Parameters Name Type Argument Default Description group Phaser.Group The new Group to which the children will be moved to. silent boolean <optional> false If true the children will not dispatch the onAddedToGroup event for the new Group. Returns Phaser.Group - The Group to which all the children were moved. Inherited From Phaser.Group#moveAll Source code: core/Group.js (L

World#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

World#centerY

[readonly] centerY : number Gets the Y position corresponding to the center point of the world. Source code: core/World.js (Line 306)

BitmapData#getFirstPixel()

getFirstPixel(direction) → {object} Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0).It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties. The direction parameter controls from which direction it should start the scan: 0 = top to bottom1 = bottom to top2 = left to right3 = right to left Parameters Name Type Argument Default Des

Pointer#position

position : Phaser.Point A Phaser.Point object containing the current x/y values of the pointer on the display. Source code: input/Pointer.js (Line 327)

Tween#properties

properties : Object Target property cache used when building the child data values. Source code: tween/Tween.js (Line 125)

World#visible

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered. Inherited From Phaser.Group#visible Source code: core/Group.js (Line 2996)

Physics.P2#setBounds()

setBounds(x, y, width, height, left, right, top, bottom, setCollisionGroup) Sets the bounds of the Physics world to match the given world pixel dimensions.You can optionally set which 'walls' to create: left, right, top or bottom.If none of the walls are given it will default to use the walls settings it had previously.I.e. if you previously told it to not have the left or right walls, and you then adjust the world sizethe newly created bounds will also not have the left and right walls.Expli

SpriteBatch#countDead()

countDead() → {integer} Get the number of dead children in this group. Returns integer - The number of children flagged as dead. Inherited From Phaser.Group#countDead Source code: core/Group.js (Line 2338)

WebGLBlendModeManager#destroy()

destroy() Destroys this object. Source code: pixi/renderers/webgl/utils/WebGLBlendModeManager.js (Line 54)