global#BOTTOM_CENTER

<constant> BOTTOM_CENTER : integer A constant representing a bottom-center alignment or position. Source code: Phaser.js (Line 465)

Rope#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)

FlexLayer#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)

Particle#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

Physics.P2#clear()

clear() Clears all bodies from the simulation, resets callbacks and resets the collision bitmask. The P2 world is also cleared: Removes all solver equations Removes all constraints Removes all bodies Removes all springs Removes all contact materials This is called automatically when you switch state. Source code: physics/p2/World.js (Line 800)

Rope#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Rectangle#intersection()

intersection(b, out) → {Phaser.Rectangle} If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the Rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. Parameters Name Type Description b Phaser.Rectangle The second Rectangle object. out Phaser.Rectangle Optional Rectangle object. If given the intersection values will be set into t

Physics.P2.Body#loadPolygon()

loadPolygon(key, object) → {boolean} Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body. As well as reading the data from the Cache you can also pass null as the first argument and aphysics data object as the second. When doing this you must ensure the structure of the object is correct in advance. For more details see the format of the Lime / Corona Physics Editor export. Parameters Name Type Description key string The key of the P

World#hash

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of this Group can be added to and removed from the hash. This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your ownsorting and filtering of Group chi

State#camera

camera : Phaser.Camera A handy reference to World.camera. Source code: core/State.js (Line 39)