RenderTexture#getImage()

getImage() → {Image} Will return a HTML Image of the texture Returns Image - Inherited From PIXI.RenderTexture#getImage Source code: pixi/textures/RenderTexture.js (Line 296)

Sprite#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

SpriteBatch#divideAll()

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group.divideAll('x', 2) will half the child.x value for each child. Parameters Name Type Description property string The property to divide, for example 'body.velocity.x' or 'angle'. amount number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. checkAlive boolean If true the property will only be changed if

Particles.Arcade.Emitter#forEach()

forEach(callback, callbackContext, checkExists, args) Call a function on each child in this group. Additional arguments for the callback can be specified after the checkExists parameter. For example, Group.forEach(awardBonusGold, this, true, 100, 500) would invoke awardBonusGold function with the parameters (child, 100, 500). Note: This check will skip any children which are Groups themselves. Parameters Name Type Argument Default Description callback function The function that will be

Component.LifeSpan.preUpdate()

<static> preUpdate() The LifeSpan component preUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/LifeSpan.js (Line 20)

Physics.Ninja.Body#tile

tile : Phaser.Physics.Ninja.Tile The Tile object this body is using for collision. Source code: physics/ninja/Body.js (Line 59)

Particles.Arcade.Emitter#particleBringToTop

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 199)

Easing.Elastic#Out()

Out(k) → {number} Elastic ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 413)

Graphics#beginFill()

beginFill(color, alpha) → {PIXI.Graphics} Specifies a simple one-color fill that subsequent calls to other Graphics methods(such as lineTo() or drawCircle()) use when drawing. Parameters Name Type Description color Number the color of the fill alpha Number the alpha of the fill Returns PIXI.Graphics - Inherited From PIXI.Graphics#beginFill Source code: pixi/primitives/Graphics.js (Line 491)

Graphics#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working