BitmapText#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. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

BitmapText#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

BitmapText#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Tilemap#removeTile()

removeTile(x, y, layer) → {Phaser.Tile} Removes the tile located at the given coordinates and updates the collision data. Parameters Name Type Argument Description x number X position to place the tile (given in tile units, not pixels) y number Y position to place the tile (given in tile units, not pixels) layer number | string | Phaser.TilemapLayer <optional> The layer to modify. Returns Phaser.Tile - The Tile object that was removed from this map. Source code: tile

Camera.SHAKE_BOTH

[static] SHAKE_BOTH : number Source code: core/Camera.js (Line 213)

Tilemap#copy()

copy(x, y, width, height, layer) → {array} Copies all of the tiles in the given rectangular block into the tilemap data buffer. Parameters Name Type Argument Description x integer X position of the top left of the area to copy (given in tiles, not pixels) y integer Y position of the top left of the area to copy (given in tiles, not pixels) width integer The width of the area to copy (given in tiles, not pixels) height integer The height of the area to copy (given in tiles, no

Cache.MISSING

[static] MISSING : PIXI.Texture The default image used for a texture when the source image is missing. Source code: loader/Cache.js (Line 222)

Physics.Ninja.Body#wasTouching

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results. Source code: physics/ninja/Body.js (Line 138)

Tilemap#searchTileIndex()

searchTileIndex(index, skip, reverse, layer) → {Phaser.Tile} Searches the entire map layer for the first tile matching the given index, then returns that Phaser.Tile object.If no match is found it returns null.The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column.If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left. Parameters Name Type Argument Default

Tilemap#addTilesetImage()

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) → {Phaser.Tileset} Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor. Parameters Name Type Argument Default Description tileset string The name of the tileset as specified in the map data. key string | Phaser.BitmapData <optional> The key of the Phaser.Cac