SpriteBatch#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

Physics.P2.BodyDebug#x

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#x Source code: core/Group.js (Line 2969)

TilemapLayer#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Easing.Sinusoidal#Out()

Out(k) → {number} Sinusoidal ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 256)

Events#Events

new Events(sprite) The Events component is a collection of events fired by the parent Game Object. Phaser uses what are known as 'Signals' for all event handling. All of the events inthis class are signals you can subscribe to, much in the same way you'd "listen" foran event. For example to tell when a Sprite has been added to a new group, you can bind a functionto the onAddedToGroup signal: sprite.events.onAddedToGroup.add(yourFunction, this); Where yourFunction is the function you want call

Group#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Source code: core/Group.js (Line 2978)

TileSprite#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

Animation#next()

next(quantity) Advances by the given number of frames in the Animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to advance. Source code: animation/Animation.js (Line 531)

Rope#reset()

reset(x, y) → {Phaser.Rope} Resets the Rope. This places the Rope at the given x/y world coordinates and thensets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.If the Rope has a physics body that too is reset. Parameters Name Type Description x number The x coordinate (in world space) to position the Sprite at. y number The y coordinate (in world space) to position the Sprite at. Returns Phaser.Rope - This instance. Source code: gameobjects/

Pointer#eraserButton

eraserButton : Phaser.DeviceButton If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property. The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grainedbutton control. Please see the DeviceButton docs for details on browser button limitations. Source code: input/Pointer.js (Line 146)