Creature#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveDown Source

Sprite#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Physics.Arcade.Body#getBounds()

getBounds(obj) → {object} Returns the bounds of this physics body. Only used internally by the World collision methods. Parameters Name Type Description obj object The object in which to set the bounds values. Returns object - The object that was given to this method. Source code: physics/arcade/Body.js (Line 1165)

Physics.P2.PointProxy#PointProxy

new PointProxy(world, destination) A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays. Parameters Name Type Description world Phaser.Physics.P2 A reference to the P2 World. destination any The object to bind to. Source code: physics/p2/PointProxy.js (Line 15)

Strip#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Physics.Arcade.Body#deltaY()

deltaY() → {number} Returns the delta y value. The difference between Body.y now and in the previous step. Returns number - The delta value. Positive if the motion was downwards, negative if upwards. Source code: physics/arcade/Body.js (Line 1281)

WebGLRenderer#maskManager

maskManager : PIXI.WebGLMaskManager Manages the masks using the stencil buffer Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 146)

Animation#isFinished

isFinished : boolean The finished state of the Animation. Set to true once playback completes, false during playback. Source code: animation/Animation.js (Line 80)

FlexGrid#setSize()

setSize(width, height) Sets the core game size. This resets the w/h parameters and bounds. Parameters Name Type Description width number The new dimensions. height number The new dimensions. Source code: core/FlexGrid.js (Line 77)

TileSprite#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)