Graphics#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Physics.P2.FixtureList#FixtureList

new FixtureList(list) Allow to access a list of created fixture (coming from Body#addPhaserPolygon)which itself parse the input from PhysicsEditor with the custom phaser exporter.You can access fixtures of a Body by a group index or even by providing a fixture Key.You can set the fixture key and also the group index for a fixture in PhysicsEditor.This gives you the power to create a complex body built of many fixtures and modify themduring runtime (to remove parts, set masks, categories &

Point.project()

<static> project(a, b, out) → {Phaser.Point} Project two Points onto another Point. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 700)

TileSprite#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

SpriteBatch#getFurthestFrom()

getFurthestFrom(object, callback, callbackContext) → {any} Get the child furthest away from the given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child,

TileSprite#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Physics.Ninja.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/ninja/Body.js (Line 496)

Button#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

InputHandler#snapOnDrag

snapOnDrag : boolean When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not. Source code: input/InputHandler.js (Line 93)

Plugin#Plugin

new Plugin(game, parent) This is a base Plugin template to use for any Phaser plugin development. Parameters Name Type Description game Phaser.Game A reference to the currently running game. parent any The object that owns this plugin, usually Phaser.PluginManager. Source code: core/Plugin.js (Line 15)