Bullet#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#sendToBack Source code: gameob

Physics.Arcade#getObjectsAtLocation()

getObjectsAtLocation(x, y, group, callback, callbackContext, callbackArg) → {Array.<PIXI.DisplayObject>} Given a Group and a location this will check to see which Group children overlap with the coordinates.Each child will be sent to the given callback for further processing.Note that the children are not checked for depth order, but simply if they overlap the coordinate or not. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordin

Physics.Arcade#velocityFromRotation()

velocityFromRotation(rotation, speed, point) → {Phaser.Point} Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object. Parameters Name Type Argument Default Description rotation number The angle in radians. speed number <optional> 6

Physics.P2.BodyDebug#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Creature#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Creature#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

AnimationManager#previous()

previous(quantity) Moves backwards the given number of frames in the current animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to move back. Source code: animation/AnimationManager.js (Line 355)

Creature#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#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.P2.Body#moveBackward()

moveBackward(speed) Moves the Body backwards based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move backwards. Source code: physics/p2/Body.js (Line 691)