Creature#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Button#cropRect

cropRect : Phaser.Rectangle The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect. Inherited From Phaser.Component.Crop#cropRect Source code: gameobjects/components/Crop.js (Line 24)

Graphics#beginFill()

beginFill(color, alpha) → {PIXI.Graphics} Specifies a simple one-color fill that subsequent calls to other Graphics methods(such as lineTo() or drawCircle()) use when drawing. Parameters Name Type Description color Number the color of the fill alpha Number the alpha of the fill Returns PIXI.Graphics - Inherited From PIXI.Graphics#beginFill Source code: pixi/primitives/Graphics.js (Line 491)

ScaleManager#isGamePortrait

[readonly] isGamePortrait : boolean Returns true if the game dimensions are portrait (height > width).This is especially useful to check when using the RESIZE scale modebut wanting to maintain game orientation on desktop browsers,where typically the screen orientation will always be landscape regardless of the browser viewport. Source code: core/ScaleManager.js (Line 2362)

BitmapData#shadow()

shadow(color, blur, x, y) → {Phaser.BitmapData} Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.You can cancel an existing shadow by calling this method and passing no parameters.Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage. Parameters Name Type Argument Default Description color string The color of the shadow, given in a CSS format, i.e. #000000 or rgba(0,0,0,1). If null

World#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

State#math

math : Phaser.Math A reference to Math class with lots of helpful functions. Source code: core/State.js (Line 59)

Graphics#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

Text#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

SpriteBatch#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOut Source code: core/Group.js (Line 198)