Input#worldX

[readonly] worldX : number The world X coordinate of the most recently active pointer. Source code: input/Input.js (Line 1107)

Particle#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within 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#moveUp Source code: game

Group#xy()

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters Name Type Description index integer The index of the child in the group to set the position of. x number The new x position of the child. y number The new y position of the child. Source code: core/Group.js (Line 993)

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)

SpriteBatch#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)

TilingSprite#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Cache#checkBitmapDataKey()

checkBitmapDataKey(key) → {boolean} Checks if the given key exists in the BitmapData Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 928)

TileSprite#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Creature#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Tilemap#setCollisionByExclusion()

setCollisionByExclusion(indexes, collides, layer, recalculate) Sets collision on all tiles in the given layer, except for the IDs of those in the given array.The collides parameter controls if collision will be enabled (true) or disabled (false). Parameters Name Type Argument Default Description indexes array An array of the tile IDs to not be counted for collision. collides boolean <optional> true If true it will enable collision. If false it will clear collision. layer nu