LoaderParser.bitmapFont()

<static> bitmapFont(xml, baseTexture, xSpacing, ySpacing) → {object} Alias for xmlBitmapFont, for backwards compatibility. Parameters Name Type Argument Default Description xml object XML data you want to parse. baseTexture PIXI.BaseTexture The BaseTexture this font uses. xSpacing number <optional> 0 Additional horizontal spacing between the characters. ySpacing number <optional> 0 Additional vertical spacing between the characters. Returns object

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)

Button#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

TilemapLayer#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Inherited From Phaser.Component.Delta#deltaX Source code: gameobjects/components/Delta.js (Line 24)

SoundManager#addSprite()

addSprite(key) → {Phaser.AudioSprite} Adds a new AudioSprite into the SoundManager. Parameters Name Type Description key string Asset key for the sound. Returns Phaser.AudioSprite - The new AudioSprite instance. Source code: sound/SoundManager.js (Line 564)

Physics.Arcade#accelerationFromRotation()

accelerationFromRotation(rotation, speed, point) → {Phaser.Point} Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object. Parameters Name Type Argument Default Description rotation number The angle in radians. speed number

Rope#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

PluginManager#render()

render() Render is called right after the Game Renderer completes, but before the State.render.It only calls plugins who have visible=true. Source code: core/PluginManager.js (Line 239)

Physics.P2.BodyDebug#getAt()

getAt(index) → {DisplayObject | integer} Returns the child found at the given index within this group. Parameters Name Type Description index integer The index to return the child from. Returns DisplayObject | integer - The child that was found at the given index, or -1 for an invalid index. Inherited From Phaser.Group#getAt Source code: core/Group.js (Line 524)

SoundManager#decode()

decode(key, sound) Decode a sound by its asset key. Parameters Name Type Argument Description key string Assets key of the sound to be decoded. sound Phaser.Sound <optional> Its buffer will be set to decoded data. Source code: sound/SoundManager.js (Line 406)