Physics.P2.BodyDebug#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOut Source code: core/Group.js (Line 198)

Button#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

Bullet#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Weapon#bulletLifespan

bulletLifespan : number If you've set bulletKillType to Phaser.Weapon.KILL_LIFESPAN this controls the amountof lifespan the Bullets have set on launch. The value is given in milliseconds.When a Bullet hits its lifespan limit it will be automatically killed. Source code: plugins/weapon/WeaponPlugin.js (Line 185)

TilemapLayer#debug

debug : boolean Enable an additional "debug rendering" pass to display collision information. Source code: tilemap/TilemapLayer.js (Line 110)

TilemapLayer#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Text#parseList()

parseList(list) → {Phaser.Text} Converts the given array into a tab delimited string and then updates this Text object.This is mostly used when you want to display external data using tab stops. The array can be either single or multi dimensional depending on the result you need: [ 'a', 'b', 'c' ] would convert in to "a\tb\tc". Where as: [ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ] would convert in to: "a\tb\tc\nd\te\tf" Parameters Name Type Description list array The array of data to

Group#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Source code: core/Group.js (Line 439)

FlexLayer#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

BitmapText#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)