SoundManager#removeByKey()

removeByKey(key) → {number} Removes all Sounds from the SoundManager that have an asset key matching the given value.The removed Sounds are destroyed before removal. Parameters Name Type Description key string The key to match when removing sound objects. Returns number - The number of matching sound objects that were removed. Source code: sound/SoundManager.js (Line 604)

Graphics#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

RetroFont#customSpacingX

customSpacingX : number Adds horizontal spacing between each character of the font, in pixels. Source code: gameobjects/RetroFont.js (Line 95)

Image#setTexture()

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previoustexture this Sprite was using. Parameters Name Type Argument Default Description texture PIXI.Texture The PIXI texture that is displayed by the sprite destroy Boolean <optional> false Call Texture.destroy on the current texture before replacing it with the new one? Inherited From PIXI.Sprite#setTexture Source code: pixi/display/Sprite.js (Line 163)

Button#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

InputHandler#stop()

stop() Stops the Input Handler from running. Source code: input/InputHandler.js (Line 410)

InputHandler#disableDrag()

disableDrag() Stops this sprite from being able to be dragged.If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks. Source code: input/InputHandler.js (Line 1441)

Color.fromRGBA()

<static> fromRGBA(rgba, out) → {object} A utility to convert an integer in 0xRRGGBBAA format to a color object.This does not rely on endianness. Parameters Name Type Argument Description rgba number An RGBA hex out object <optional> The object to use, optional. Returns object - A color object. Author: Matt DesLauriers (@mattdesl) Source code: utils/Color.js (Line 97)

Physics.P2.Body#applyImpulse()

applyImpulse(impulse, worldX, worldY) Apply impulse to a point relative to the body.This could for example be a point on the Body surface. An impulse is a force added to a body during a shortperiod of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity. Parameters Name Type Description impulse Float32Array | Array The impulse vector to add, oriented in world space. worldX number A point relative to the body in world space. If not given, it is s

FlexLayer#bottomLeft

bottomLeft : Phaser.Point Source code: core/FlexLayer.js (Line 76)