Button#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Loader#json()

json(key, url, overwrite) → {Phaser.Loader} Adds a JSON file to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. Retrieve the file via Cache.getJSON(key). JSON files are automatically parsed upon load.If you need to control when the JSON is parsed then use Loader.text instead and par

Graphics#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Component.Overlap#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

TilemapLayer#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)

global#ANGLE_LEFT

<constant> ANGLE_LEFT : integer The Angle (in degrees) a Game Object needs to be set to in order to face left. Source code: Phaser.js (Line 346)

Group#getRandom()

getRandom(startIndex, length) → {any} Returns a random child from the group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 Offset from the front of the group (lowest child). length integer <optional> (to top) Restriction on the number of values you want to randomly select from. Returns any - A random child of this Group. Source code: core/Group.js (Line 2350)

Image#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Graphics#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the graphic shape as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Graphics#getLocalBounds Source code: pixi/primitives/Graphics.js (Line 936)

BitmapData#getBounds()

getBounds(rect) → {Phaser.Rectangle} Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels. Parameters Name Type Argument Description rect Phaser.Rectangle <optional> If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created. Returns Phaser.Rectangl