Camera#fade()

fade(color, duration, force) → {boolean} This creates a camera fade effect. It works by filling the game with thecolor specified, over the duration given, ending with a solid fill. You can use this for things such as transitioning to a new scene. The game will be left 'filled' at the end of this effect, likely obscuringeverything. In order to reset it you can call Camera.resetFX and it will clear thefade. Or you can call Camera.flash with the same color as the fade, and it willreverse the pro

Graphics#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

SpriteBatch#visible

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered. Inherited From Phaser.Group#visible Source code: core/Group.js (Line 2996)

Rope#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

StateManager#StateManager

new StateManager(game, pendingState) The State Manager is responsible for loading, setting up and switching game states. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. pendingState Phaser.State | Object <optional> null A State object to seed the manager with. Source code: core/StateManager.js (Line 17)

InputHandler#overDuration()

overDuration(pointerId) → {number} If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns number - The number of milliseconds the pointer has been over the Sprite, or -1 if not over. Source code: input/InputHandler.js (Line 1343)

State#update()

update() The update method is left empty for your own use.It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called.It is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called. Source code: core/State.js (Line 161)

Button#setTexture()

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previoustexture this Sprite was using. Parameters Name Type Argument Default Description texture PIXI.Texture The PIXI texture that is displayed by the sprite destroy Boolean <optional> false Call Texture.destroy on the current texture before replacing it with the new one? Inherited From PIXI.Sprite#setTexture Source code: pixi/display/Sprite.js (Line 163)

Button#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Graphics#quadraticCurveTo()

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics} Calculate the points for a quadratic bezier curve and then draws it.Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c Parameters Name Type Description cpX Number Control point x cpY Number Control point y toX Number Destination point x toY Number Destination point y Returns PIXI.Graphics - Inherited From PIXI.Graphics#quadraticCurveTo Source code: pixi/primitives/Graphics.js (Lin