Image#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)

Gamepad#enabled

enabled : boolean Gamepad input will only be processed if enabled. Default Value true Source code: input/Gamepad.js (Line 52)

Physics.P2.BodyDebug#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)

Text#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 (

SoundManager#destroy()

destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks. Source code: sound/SoundManager.js (Line 722)

DisplayObjectContainer#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Camera#width

width : number The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras width. Source code: core/Camera.js (Line 877)

Group#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent

Create#Create

new Create(game) The Phaser.Create class is a collection of smaller helper methods that allow you to generate game contentquickly and easily, without the need for any external files. You can create textures for sprites and incoming releases we'll add dynamic sound effect generation support as well (like sfxr). Access this via Game.create (this.game.create from within a State object) Parameters Name Type Description game Phaser.Game Game reference to the currently running game. Source cod

FlexLayer#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam