FlexGrid#createFullLayer()

createFullLayer(children) → {Phaser.FlexLayer} A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios. Parameters Name Type Argument Description children array <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 170)

GameObjectCreator#sprite()

sprite(x, y, key, frame) → {Phaser.Sprite} Create a new Sprite with specific position and sprite sheet key. Parameters Name Type Argument Description x number X position of the new sprite. y number Y position of the new sprite. key string | Phaser.RenderTexture | PIXI.Texture This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. frame string | number <o

GameObjectCreator#retroFont()

retroFont(font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) → {Phaser.RetroFont} Create a new RetroFont object. A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.If you need variable width character support then use a BitmapText object instead. The main difference between a Retro

Sprite#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Cache#Cache

new Cache(game) Phaser has one single cache in which it stores all assets. The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored usinga unique string-based key as their identifier. Assets stored in different areas of the cache can have thesame key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,because they are unique data types. The cache is automatically populated by the Phaser.Loader. When you us

Graphics#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Particles.Arcade.Emitter#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Particles.Arcade.Emitter#moveAll()

moveAll(group, silent) → {Phaser.Group} Moves all children from this Group to the Group given. Parameters Name Type Argument Default Description group Phaser.Group The new Group to which the children will be moved to. silent boolean <optional> false If true the children will not dispatch the onAddedToGroup event for the new Group. Returns Phaser.Group - The Group to which all the children were moved. Inherited From Phaser.Group#moveAll Source code: core/Group.js (L

Physics.Ninja#enableAABB()

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its dimensions will match the width and height of the object at the point it is created.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body

Point#copyTo()

copyTo(dest) → {object} Copies the x and y properties from this Point to any given object. Parameters Name Type Description dest any The object to copy to. Returns object - The dest object. Source code: geom/Point.js (Line 238)