TilemapLayer#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Physics.Ninja.Tile#setType()

setType(id) Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body. Parameters Name Type Description id number The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. Source code: physics/ninja/Tile.js (Line 268)

Graphics#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Physics.P2.BodyDebug#draw()

draw() Draws the P2 shapes to the Graphics object. Source code: physics/p2/BodyDebug.js (Line 85)

World#xy()

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters Name Type Description index integer The index of the child in the group to set the position of. x number The new x position of the child. y number The new y position of the child. Inherited From Phaser.Group#xy Source code: core/Group.js (Line 993)

Button#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

Circle.circumferencePoint()

<static> circumferencePoint(a, angle, asDegrees, out) → {Phaser.Point} Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. Parameters Name Type Argument Default Description a Phaser.Circle The first Circle object. angle number The angle in radians (unless asDegrees is true) to return the point from. asDegrees boolean <optional> false Is the given angle in radians (false) or degrees (true)? out

TilemapParser.INSERT_NULL

[static] INSERT_NULL : boolean When scanning the Tiled map data the TilemapParser can either insert a null value (true) ora Phaser.Tile instance with an index of -1 (false, the default). Depending on your game typedepends how this should be configured. If you've a large sparsely populated map and the tiledata doesn't need to change then setting this value to true will help with memory consumption.However if your map is small, or you need to update the tiles (perhaps the map dynamically chang

Bullet#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Timer#stop()

stop(clearEvents) Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true. Parameters Name Type Argument Default Description clearEvents boolean <optional> true If true all the events in Timer will be cleared, otherwise they will remain. Source code: time/Timer.js (Line 316)