ArrayUtils#numberArray()

numberArray(start, end) → {Array.<number>} Create an array representing the inclusive range of numbers (usually integers) in [start, end].This is equivalent to numberArrayStep(start, end, 1). Parameters Name Type Description start number The minimum value the array starts with. end number The maximum value the array contains. Returns Array.<number> - The array of number values. Source code: utils/ArrayUtils.js (Line 262)

InputHandler#pointerOut()

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite? Parameters Name Type Argument Default Description pointerId integer <optional> (check all) The ID number of a Pointer to check. If you don't provide a number it will check all Pointers. Returns boolean - True if the given pointer (if a index was given, or any pointer if not) is out of this object. Source code: input/InputHandler.js (Line 634)

TileSprite#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. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Cache#checkShaderKey()

checkShaderKey(key) → {boolean} Checks if the given key exists in the Fragment Shader Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 993)

Animation#Animation

new Animation(game, parent, name, frameData, frames, frameRate, loop) An Animation instance contains a single animation and the controls to play it. It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. parent Phaser.Sprite A reference to the owner of this Animation. name string The unique na

BitmapData#dirty

dirty : boolean If dirty this BitmapData will be re-rendered. Source code: gameobjects/BitmapData.js (Line 159)

TilemapLayer#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Easing.Sinusoidal#Out()

Out(k) → {number} Sinusoidal ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 256)

SpriteBatch#filter()

filter(predicate, checkExists) → {Phaser.ArraySet} Find children matching a certain predicate. For example: var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack'); Note: Currently this will skip any children which are Groups themselves. Parameters Name Type Argument Default Description predicate function The function that each child will be evaluated against. Each child of the group will

Component.Core#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. Source code: gameobjects/components/Core.js (Line 211)