Stage#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)

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 - Source code: pixi/primitives/Graphics.js (Line 221)

InputHandler#checkPointerOver()

checkPointerOver(pointer, fastTest) → {boolean} Checks if the given pointer is over the Sprite this InputHandler belongs to.Use the fastTest flag is to quickly check just the bounding hit area even if InputHandler.pixelPerfectOver is true. Parameters Name Type Argument Default Description pointer Phaser.Pointer fastTest boolean <optional> false Force a simple hit area check even if pixelPerfectOver is true for this object? Returns boolean - Source code: input/InputHa

Tween#Tween

new Tween(target, game, manager) A Tween allows you to alter one or more properties of a target object over a defined period of time.This can be used for things such as alpha fading Sprites, scaling them or motion.Use Tween.to or Tween.from to set-up the tween values. You can create multiple tweens on the same objectby calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become "child" tweens andare played through in sequence. You can use Tween.timeScale

TimerEvent#repeatCount

repeatCount : number If this TimerEvent repeats it will do so this many times. Source code: time/TimerEvent.js (Line 50)

Bullet#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapDatait can be useful to adjust the dimensions directly in this way. Parameters Name Type Description parent object The parent texture object that caused the resize, i.e. a Phaser.Video object. width integer The new width of the texture. height integer The new height of the

Particles.Arcade.Emitter#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)

Physics.P2.BodyDebug#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

Point#ceil()

ceil() → {Phaser.Point} Math.ceil() both the x and y properties of this Point. Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 463)

BitmapText#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)