Group#divideAll()

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group.divideAll('x', 2) will half the child.x value for each child. Parameters Name Type Description property string The property to divide, for example 'body.velocity.x' or 'angle'. amount number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. checkAlive boolean If true the property will only be changed if

Text#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

BitmapText#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)

BitmapText#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

TileSprite#tileScale

tileScale :Point The scaling of the image that is being tiled Inherited From PIXI.TilingSprite#tileScale Source code: pixi/extras/TilingSprite.js (Line 35)

BitmapText#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

TilemapLayer#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Image#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

DOM.getOffset()

<static> getOffset(element, point) → {Phaser.Point} Get the [absolute] position of the element relative to the Document. The value may vary slightly as the page is scrolled due to rounding errors. Parameters Name Type Argument Description element DOMElement The targeted element that we want to retrieve the offset. point Phaser.Point <optional> The point we want to take the x/y values of the offset. Returns Phaser.Point - A point objet with the offsetX and Y as its p

GameObjectCreator#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Description x number <optional> X position of the new button object. y number <optional> Y position of the new button object. key string <optional> The image key as defined in the Game.Cache to use as the texture for this button. callback function <optional> The function to call when this button