Events#onOutOfBounds

onOutOfBounds : Phaser.Signal This signal is dispatched when the Game Object leaves the Phaser.World bounds.This signal is only if Sprite.checkWorldBounds is set to true.It is sent one argument:{any} The Game Object that left the World bounds. Source code: gameobjects/components/Events.js (Line 137)

FlexLayer#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)

Particle#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

DisplayObjectContainer#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. Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Physics.P2.BodyDebug#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Inherited From Phaser.Group#inputEnableChildren Source code: core/Group.js (Line 149)

DeviceButton#DeviceButton

new DeviceButton(parent, buttonCode) DeviceButtons belong to both Phaser.Pointer and Phaser.SinglePad (Gamepad) instances. For Pointers they represent the various buttons that can exist on mice and pens, such as the left button, right button,middle button and advanced buttons like back and forward. Access them via Pointer.leftbutton, Pointer.rightButton and so on. On Gamepads they represent all buttons on the pad: from shoulder buttons to action buttons. At the time of writing this there are

RenderTexture#RenderTexture

new RenderTexture(width, height, renderer, scaleMode, resolution) A RenderTexture is a special texture that allows any Pixi display object to be rendered to it. Hint: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead. A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example: var renderTexture = new PIXI.Re

RenderTexture#setFrame()

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters Name Type Description frame Rectangle The frame of the texture to set it to Inherited From PIXI.Texture#setFrame Source code: pixi/textures/Texture.js (Line 178)

SpriteBatch#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

Bullet#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)