SpriteBatch#getAll()

getAll(property, value, startIndex, endIndex) → {any} Returns all children in this Group. You can optionally specify a matching criteria using the property and value arguments. For example: getAll('exists', true) would return only children that have their exists property set. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Pa

Graphics#tint

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. Inherited From PIXI.Graphics#tint Default Value 0xFFFFFF Source code: pixi/primitives/Graphics.js (Line 52)

Text#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Text#shadowColor

shadowColor : string The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow. Source code: gameobjects/Text.js (Line 2151)

Physics.Arcade#distanceToXY()

distanceToXY(displayObject, x, y, world) → {number} Find the distance between a display object (like a Sprite) and the given x/y coordinates.The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y

TileSprite#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Color.interpolateColor()

<static> interpolateColor(color1, color2, steps, currentStep, alpha) → {number} Interpolates the two given colours based on the supplied step and currentStep properties. Parameters Name Type Description color1 number The first color value. color2 number The second color value. steps number The number of steps to run the interpolation over. currentStep number The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the

Text#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Physics.P2.BodyDebug#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

BitmapData#height

height : number The height of the BitmapData in pixels. Source code: gameobjects/BitmapData.js (Line 48)