Text#addFontStyle()

addFontStyle(style, position) → {Phaser.Text} Set specific font styles for certain characters within the Text. It works by taking a font style value, which is a typical string such as normal, italic or oblique.The position value is the index of the character in the Text string to start applying this font style to.Once set the font style remains in use until either another font style or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addFontStyle(

Text#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

Particle#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Sprite#getLocalBounds Source code: pixi/display/Sprite.js (Line 315)

World#addAt()

addAt(child, index, silent) → {DisplayObject} Adds an existing object to this group. The child is added to the group at the location specified by the index value, this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Argument Default Descr

Creature#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

ArraySet#getByKey()

getByKey(property, value) → {any} Gets an item from the set based on the property strictly equaling the value given.Returns null if not found. Parameters Name Type Description property string The property to check against the value. value any The value to check if the property strictly equals. Returns any - The item that was found, or null if nothing matched. Source code: utils/ArraySet.js (Line 70)

TileSprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Physics.Ninja.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/ninja/Body.js (Line 496)

SpriteBatch#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)

Bullet#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)