SpriteBatch#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

Rectangle#bottom

bottom : number The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. Source code: geom/Rectangle.js (Line 478)

Particles.Arcade.Emitter#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)

Component.Core#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Physics.P2.BodyDebug#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Math#wrapAngle()

wrapAngle(angle, radians) → {number} Keeps an angle value between -180 and +180; or -PI and PI if radians. Parameters Name Type Argument Default Description angle number The angle value to wrap radians boolean <optional> false Set to true if the angle is given in radians, otherwise degrees is expected. Returns number - The new angle value; will be the same as the input angle if it was within bounds. Source code: math/Math.js (Line 727)

Loader#script()

script(key, url, callback, callbackContext) → {Phaser.Loader} Adds a JavaScript file to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. The key must be a unique String. The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it. If the URL isn't specified the Loader will take the key and create a filename from that.

Image#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Image.js (Line 79)

TileSprite#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Physics.Ninja.Circle#height

[readonly] height : number The height. Source code: physics/ninja/Circle.js (Line 68)