Particles.Arcade.Emitter#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Image#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

FlexLayer#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

RetroFont.TEXT_SET7

[static] TEXT_SET7 : string Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39 Source code: gameobjects/RetroFont.js (Line 245)

Polygon#points

points : Array.<Phaser.Point> This method is deprecated and should not be used. It may be removed in the future. Sets and modifies the points of this polygon. See setTo for the different kinds of arrays formats that can be assigned. The array of vertex points. Type Array.<Phaser.Point> Deprecated: Use `setTo`. Source code: geom/Polygon.js (Line 294)

Mouse#onMouseWheel()

onMouseWheel(event) The internal method that handles the mouse wheel event from the browser. Parameters Name Type Description event MouseEvent The native event from the browser. Source code: input/Mouse.js (Line 504)

Sprite#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)

AnimationParser.JSONData()

<static> JSONData(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Array format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 93)

Button#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

PluginManager#remove()

remove(plugin, destroy) Remove a Plugin from the PluginManager. It calls Plugin.destroy on the plugin before removing it from the manager. Parameters Name Type Argument Default Description plugin Phaser.Plugin The plugin to be removed. destroy boolean <optional> true Call destroy on the plugin that is removed? Source code: core/PluginManager.js (Line 129)