BitmapData#blendColor()

blendColor() → {Phaser.BitmapData} Sets the blend mode to 'color' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2351)

TileSprite#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Tilemap#format

format : number The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON. Source code: tilemap/Tilemap.js (Line 75)

Easing.Elastic#Elastic

new Elastic() Elastic easing. Source code: tween/Easing.js (Line 393)

Graphics#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Graphics.js (Line 106)

Device#webAudio

webAudio : boolean Is the WebAudio API available? Source code: utils/Device.js (Line 373)

BitmapText#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

SpriteBatch#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Camera#resetFX()

resetFX() Resets any active FX, such as a fade or flash and immediately clears it.Useful to calling after a fade in order to remove the fade from the Stage. Source code: core/Camera.js (Line 779)

Mouse#mouseDownCallback

mouseDownCallback : Function A callback that can be fired when the mouse is pressed down. Source code: input/Mouse.js (Line 42)