GameObjectFactory#creature()

creature(x, y, key, group) → {Phaser.Creature} Create a new Creature Animation object. Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. It allows you to display animated Game Objects that were created with the Creature Automated Animation Tool. Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. Note 2: You must use a build of Phaser that includes the CreatureMeshBone.j

Camera#flash()

flash(color, duration, force) → {boolean} This creates a camera flash effect. It works by filling the game with the solid fillcolor specified, and then fading it away to alpha 0 over the duration given. You can use this for things such as hit feedback effects. When the effect ends the signal Camera.onFlashComplete is dispatched. Parameters Name Type Argument Default Description color numer <optional> 0xffffff The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red

Physics.P2.BodyDebug#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

Physics.P2.BodyDebug#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

SpriteBatch#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)

Camera.FOLLOW_PLATFORMER

[static] FOLLOW_PLATFORMER : number Source code: core/Camera.js (Line 195)

TweenData#inReverse

inReverse : boolean When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true). Source code: tween/TweenData.js (Line 107)

Color.createColor()

<static> createColor(r, g, b, a, h, s, l, v) → {object} A utility function to create a lightweight 'color' object with the default components.Any components that are not specified will default to zero. This is useful when you want to use a shared color object for the getPixel and getPixelAt methods. Parameters Name Type Argument Default Description r number <optional> 0 The red color component, in the range 0 - 255. g number <optional> 0 The green color component

Rope#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Text#strokeColors

strokeColors :array An array of the stroke color values as specified by addStrokeColor. Source code: gameobjects/Text.js (Line 101)