Graphics#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Touch#onTouchCancel()

onTouchCancel(event) Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).Occurs for example on iOS when you put down 4 fingers and the app selector UI appears. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 293)

Physics.P2.Body#addCircle()

addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle} Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation. Parameters Name Type Argument Default Description radius number The radius of this circle (in pixels) offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <optional> 0 Local vertical offset of the shape relative to the body center of mas

Physics.P2.Body#removeShape()

removeShape(shape) → {boolean} Remove a shape from the body. Will automatically update the mass properties and bounding radius. Parameters Name Type Description shape p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle The shape to remove from the body. Returns boolean - True if the shape was found and removed, else false. Source code: physics/p2/Body.js (Line 1194)

BitmapText#purgeGlyphs()

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having very few characters it will cause lots ofSprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list theystill take up memory while sat in the glyphs pool waiting to be re-used in the future. If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the poolby calling this method. Calling this doesn't p

Image#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Matrix#a

a : number Default Value 1 Source code: geom/Matrix.js (Line 39)

Input#pointers

[readonly] pointers : Array.<Phaser.Pointer> An array of non-mouse pointers that have been added to the game.The properties pointer1..N are aliases for pointers[0..N-1]. Type Array.<Phaser.Pointer> Source code: input/Input.js (Line 214)

Particles.Arcade.Emitter#revive()

revive() → {Phaser.Particles.Arcade.Emitter} Handy for bringing game objects "back to life". Just sets alive and exists back to true. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 423)

BitmapData#blendSoftLight()

blendSoftLight() → {Phaser.BitmapData} Sets the blend mode to 'soft-light' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2286)