Game#Game

new Game(width, height, renderer, parent, state, transparent, antialias, physicsConfig) This is where the magic happens. The Game object is the heart of your game,providing quick access to common functions and handling the boot process. "Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison Parameters Name Type Argument Default Description width number | string <optional> 800 The width of your game in game pixels. If given as a string the value mu

Strip#Strip

new Strip(texture, width, height) Parameters Name Type Description texture PIXI.Texture The texture to use width Number the width height Number the height Source code: pixi/extras/Strip.js (Line 5)

Bullet#setTexture()

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previoustexture this Sprite was using. Parameters Name Type Argument Default Description texture PIXI.Texture The PIXI texture that is displayed by the sprite destroy Boolean <optional> false Call Texture.destroy on the current texture before replacing it with the new one? Inherited From PIXI.Sprite#setTexture Source code: pixi/display/Sprite.js (Line 163)

Physics.Arcade.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/arcade/Body.js (Line 300)

FlexGrid#createFluidLayer()

createFluidLayer(children) → {Phaser.FlexLayer} A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down. 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 141)

Sprite#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

Cache#getShader()

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns string - The shader object. Source code: loader/Cache.js (Line 1388)

TilingSprite#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)

Creature#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. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Particle#Particle

new Particle(game, x, y, key, frame) Create a new Particle object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter. Parameters Name Type Description game Phaser.Game A reference to the currently running game. x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at. key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This