Sprite#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)

Sprite#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

FlexGrid#createFixedLayer()

createFixedLayer(children) → {Phaser.FlexLayer} A fixed layer is centered on the game and is the size of the required dimensions and is never scaled. Parameters Name Type Argument Description children Array.<PIXI.DisplayObject> <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 194)

Cache#addVideo()

addVideo(key, url, data, isBlob) Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra video data. isBlob boolean True if the file was preloaded via xhr and the data parameter is

Particles.Arcade.Emitter#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)

BitmapText#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Bullet#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

BitmapData#key

key : string The key of the BitmapData in the Cache, if stored there. Source code: gameobjects/BitmapData.js (Line 38)

Cache#checkBinaryKey()

checkBinaryKey(key) → {boolean} Checks if the given key exists in the Binary Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 915)

Weapon#bounds

bounds : Phaser.Rectangle This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.It's used in combination with Weapon.bulletKillType when that is set to either Phaser.Weapon.KILL_WEAPON_BOUNDSor Phaser.Weapon.KILL_STATIC_BOUNDS. If you are not using either of these kill types then the bounds are ignored.If you are tracking a Sprite or Point then the bounds are centered on that object every frame. Source code: plugins/weapon/WeaponPlugin.js (Line