Physics.P2.BodyDebug#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o

InputHandler#disableSnap()

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source code: input/InputHandler.js (Line 1642)

Particle#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)

FlexLayer#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition

Text#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

Physics.Arcade#skipQuadTree

skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via Body.skipQuadTree. Source code: physics/arcade/World.js (Line 67)

BitmapData#blendMultiply()

blendMultiply() → {Phaser.BitmapData} Sets the blend mode to 'multiply' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2182)

Group#createMultiple()

createMultiple(quantity, key, frame, exists) → {array} Creates multiple Phaser.Sprite objects and adds them to the top of this Group. This method is useful if you need to quickly generate a pool of sprites, such as bullets. Use classType to change the type of object created. You can provide an array as the key and / or frame arguments. When you do thisit will create quantity Sprites for every key (and frame) in the arrays. For example: createMultiple(25, ['ball', 'carrot']) In the above code

Physics.Arcade.Body#skipQuadTree

skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree. Source code: physics/arcade/Body.js (Line 407)

Animation#updateFrameData()

updateFrameData(frameData) Changes the FrameData object this Animation is using. Parameters Name Type Description frameData Phaser.FrameData The FrameData object that contains all frames used by this Animation. Source code: animation/Animation.js (Line 595)