Group#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Source code: core/Group.js (Line 198)

Creature#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Create#grid()

grid(key, width, height, cellWidth, cellHeight, color) → {PIXI.Texture} Creates a grid texture based on the given dimensions. Parameters Name Type Description key string The key used to store this texture in the Phaser Cache. width integer The width of the grid in pixels. height integer The height of the grid in pixels. cellWidth integer The width of the grid cells in pixels. cellHeight integer The height of the grid cells in pixels. color string The color to draw the grid lines

Sprite#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Inherited From Phaser.Component.Bounds#bottom Source code: gameobjects/components/Bounds.js (Line 168)

Utils.Debug#lineInfo()

lineInfo(line, x, y, color) Renders Line information in the given color. Parameters Name Type Argument Default Description line Phaser.Line The Line to display the data for. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 541)

Sprite#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Physics.Ninja.Tile#id

[readonly] id : number The ID of this Tile. Source code: physics/ninja/Tile.js (Line 43)

Tileset#Tileset

new Tileset(name, firstgid, width, height, margin, spacing, properties) A Tile set is a combination of an image containing the tiles and collision data per tile. Tilesets are normally created automatically when Tiled data is loaded. Parameters Name Type Argument Default Description name string The name of the tileset in the map data. firstgid integer The first tile index this tileset contains. width integer <optional> 32 Width of each tile (in pixels). height integer

Component.ScaleMinMax#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Source code: gameobjects/components/ScaleMinMax.js (Line 20)

TilingSprite#renderable

renderable : boolean Whether this sprite is renderable or not Default Value true Source code: pixi/extras/TilingSprite.js (Line 59)