SpriteBatch#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.P2.Body#applyImpulseLocal()

applyImpulseLocal(impulse, localX, localY) Apply impulse to a point local to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a shortperiod of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity. Parameters Name Type Description impulse Float32Array | Array The impulse vector to add, oriented in local space. localX number A local point on the body. localY number A local point on the

Graphics#lineColor

lineColor : string The color of any lines drawn. Inherited From PIXI.Graphics#lineColor Default Value 0 Source code: pixi/primitives/Graphics.js (Line 34)

FlexLayer#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

Button#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#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Button#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Physics.Ninja.AABB#pos

pos : Phaser.Point The position of this object. Source code: physics/ninja/AABB.js (Line 35)

Camera#setSize()

setSize(width, height) Sets the size of the view rectangle given the width and height in parameters. Parameters Name Type Description width number The desired width. height number The desired height. Source code: core/Camera.js (Line 745)

Text#addColor()

addColor(color, position) → {Phaser.Text} Set specific colors for certain characters within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position.The position value is the index of the character in the Text string to start applying this color to.Once set the color remains in use until either another color or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) i