World#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

Graphics#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Graphics#Graphics

new Graphics() The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them. Source code: pixi/primitives/Graphics.js (Line 5)

Component.Core#game

game : Phaser.Game A reference to the currently running Game. Source code: gameobjects/components/Core.js (Line 142)

Events#onInputOut

onInputOut : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives an out event from a Phaser.Pointer, which was previously over it.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 166)

TileSprite#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Tilemap#createFromTiles()

createFromTiles(tiles, replacements, key, layer, group, properties) → {integer} Creates a Sprite for every object matching the given tile indexes in the map data.You can specify the group that the Sprite will be created in. If none is given it will be created in the World.You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down specialtiles in a level that are converted to Sprites, but want to replace the tile itsel

WebGLFilterManager#begin()

begin(renderSession, buffer) Parameters Name Type Description renderSession RenderSession - buffer ArrayBuffer - Source code: pixi/renderers/webgl/utils/WebGLFilterManager.js (Line 46)

Component.Crop#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Source code: gameobjects/components/Crop.js (Line 86)

Physics.Arcade#angleToXY()

angleToXY(displayObject, x, y, world) → {number} Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate. The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y values. This is useful of the object has been nested inside an offset Group,or parent Game Object. Parameters Name Type Argument Default Description displayObject any The Display Object to test from. x number The x