Loader.TEXTURE_ATLAS_JSON_PYXEL

[static] TEXTURE_ATLAS_JSON_PYXEL : number Source code: loader/Loader.js (Line 334)

Particles.Arcade.Emitter#hasProperty()

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan up to 4 levels deep only. Parameters Name Type Description child any The child to check for the existence of the property on. key Array.<string> An array of strings that make up the property. Returns boolean - True if the child has the property, otherwise false. Inherited From Phaser.Group#hasProperty Source code: core/Group.js (Line 1104)

Strip#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)

Physics.Ninja.Body#speed

[readonly] speed : number The speed of this Body Source code: physics/ninja/Body.js (Line 522)

Graphics#quadraticCurveTo()

quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics} Calculate the points for a quadratic bezier curve and then draws it.Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c Parameters Name Type Description cpX Number Control point x cpY Number Control point y toX Number Destination point x toY Number Destination point y Returns PIXI.Graphics - Source code: pixi/primitives/Graphics.js (Line 221)

Particles.Arcade.Emitter#checkProperty()

checkProperty(child, key, value, force) → {boolean} Checks a property for the given value on the child. Parameters Name Type Argument Default Description child any The child to check the property value on. key array An array of strings that make up the property that will be set. value any The value that will be checked. force boolean <optional> false If force is true then the property will be checked on the child regardless if it already exists or not. If true an

Time#create()

create(autoDestroy) → {Phaser.Timer} Creates a new stand-alone Phaser.Timer object. Parameters Name Type Argument Default Description autoDestroy boolean <optional> true A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events). Returns Phaser.Timer - The Timer object that was created. Source code: time/Time.js (Line 323)

Particles.Arcade.Emitter#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

Physics.Arcade.Body#movementCallbackContext

movementCallbackContext : Object Context in which to call the movementCallback. Source code: physics/arcade/Body.js (Line 472)

Tween#yoyo()

yoyo(enable, yoyoDelay, index) → {Phaser.Tween} A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.Used in combination with repeat you can create endless loops.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to yoyo.If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.If you wish to y