AbstractFilter#AbstractFilter

new AbstractFilter(fragmentSrc, uniforms) This is the base class for creating a PIXI filter. Currently only webGL supports filters.If you want to make a custom filter this should be your base class. Parameters Name Type Description fragmentSrc Array The fragment source in an array of strings. uniforms Object An object containing the uniforms for this filter. Source code: pixi/filters/AbstractFilter.js (Line 5)

Physics.Arcade.Body#onMoveComplete

onMoveComplete : Phaser.Signal Listen for the completion of moveTo or moveFrom events. Source code: physics/arcade/Body.js (Line 462)

Strip#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

WebGLRenderer#clearBeforeRender

clearBeforeRender : boolean This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).If the Stage is transparent, Pixi will clear to the target Stage's background color.Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set. Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 69)

Component.Core#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Easing#Easing

new Easing() A collection of easing methods defining ease-in and ease-out curves. Source code: tween/Easing.js (Line 14)

TilemapLayer#resize()

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so don't bind it to a window resize event! But instead call it at carefullyselected times. Be aware that no validation of the new sizes takes place and the current map scroll coordinates are notmodified either. You will have to handle both of these things from your game code if required. Parameters Name Type Description width number The new width of the TilemapLayer hei

Bullet#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)

World#fixedToCamera

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list.So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x Inherited From Phaser.Group#fixedToCamera Source code: core/Group.js (Line 265)

FlexLayer#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