BitmapText#cleanText()

cleanText(text, replace) → {string} Given a text string this will scan each character in the string to ensure it existsin the BitmapText font data. If it doesn't the character is removed, or replaced with the replace argument. If no font data has been loaded at all this returns an empty string, as nothing can be rendered. Parameters Name Type Argument Default Description text string The text to parse. replace string <optional> '' The replacement string for any missing charac

StateManager#getCurrentState()

getCurrentState() → {Phaser.State} Gets the current State. Returns Phaser.State - Source code: core/StateManager.js (Line 569)

World#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

Stage#updateTransform()

updateTransform() Updates the transforms for all objects on the display list.This overrides the Pixi default as we don't need the interactionManager, but do need the game property check. Source code: core/Stage.js (Line 204)

Sound#removeMarker()

removeMarker(name) Removes a marker from the sound. Parameters Name Type Description name string The key of the marker to remove. Source code: sound/Sound.js (Line 377)

Cache#getFrameByName()

getFrameByName(key, name, cache) → {Phaser.Frame} Get a single frame out of a frameData set by key. Parameters Name Type Argument Default Description key string Asset key of the frame data to retrieve from the Cache. name string The name of the frame you want to get. cache integer <optional> Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. Returns Phaser.Frame - The frame object. Source code: load

World#callAllExists()

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not exist). After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. Parameters Name Type Argument Description callback string Name of the function on the children to call. existsValue boolean Only children with exists=existsValue will be called. parameter any <repeatable> Additio

Time#physicsElapsed

physicsElapsed : number The physics update delta, in fractional seconds. This should be used as an applicable multiplier by all logic update steps (eg. preUpdate/postUpdate/update)to ensure consistent game timing. Game/logic timing can drift from real-world time if the systemis unable to consistently maintain the desired FPS. With fixed-step updates this is normally equivalent to 1.0 / desiredFps. Source code: time/Time.js (Line 112)

Image#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)

SpriteBatch#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area