Cache#getCanvas()

getCanvas(key) → {object} Gets a Canvas object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns object - The canvas object or null if no item could be found matching the given key. Source code: loader/Cache.js (Line 1061)

FlexLayer#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

FlexLayer#onChildInputOver

onChildInputOver : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOver Source code: core/Group.js (Line 186)

Physics.P2.BodyDebug#getTop()

getTop() → {any} Return the child at the top of this group. The top child is the child displayed (rendered) above every other child. Returns any - The child at the top of the Group. Inherited From Phaser.Group#getTop Source code: core/Group.js (Line 2204)

Physics.P2.BodyDebug#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

SpriteBatch#checkAll()

checkAll(key, value, checkAlive, checkVisible, force) Quickly check that the same property across all children of this group is equal to the given value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children. Parameters Name Type Argument Default Description key string The property, as a string, to be set. For example: 'body.velocity.x' value any The value that will be checked. checkAli

InputHandler#disableDrag()

disableDrag() Stops this sprite from being able to be dragged.If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks. Source code: input/InputHandler.js (Line 1441)

BitmapData#setPixel()

setPixel(x, y, red, green, blue, immediate) → {Phaser.BitmapData} Sets the color of the given pixel to the specified red, green and blue values. Parameters Name Type Argument Default Description x number The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. y number The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. red number The red color value, between 0 and 0xFF (255). green number The

Physics.P2#onEndContact

onEndContact : Phaser.Signal This Signal is dispatched when final contact occurs between two bodies. This happens before the step has been done. It sends 4 arguments: bodyA, bodyB, shapeA and shapeB. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 194)

Graphics#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)