AbstractFilter#syncUniforms()

syncUniforms() Syncs the uniforms between the class object and the shaders. Source code: pixi/filters/AbstractFilter.js (Line 61)

ArraySet#exists()

exists(item) → {boolean} Checks for the item within this list. Parameters Name Type Description item any The element to get the list index for. Returns boolean - True if the item is found in the list, otherwise false. Source code: utils/ArraySet.js (Line 95)

DeviceButton#shiftKey

shiftKey : boolean True if the shift key was held down when this button was last pressed or released.Not supported on Gamepads. Source code: input/DeviceButton.js (Line 95)

InputHandler#game

game : Phaser.Game A reference to the currently running game. Source code: input/InputHandler.js (Line 24)

Rope#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Utils.Debug#soundInfo()

soundInfo(sound, x, y, color) Render Sound information, including decoded state, duration, volume and more. Parameters Name Type Argument Default Description sound Phaser.Sound The sound object to debug. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 254)

Point.parse()

<static> parse(obj, xProp, yProp) → {Phaser.Point} Parses an object for x and/or y properties and returns a new Phaser.Point with matching values.If the object doesn't contain those properties a Point with x/y of zero will be returned. Parameters Name Type Argument Default Description obj object The object to parse. xProp string <optional> 'x' The property used to set the Point.x value. yProp string <optional> 'y' The property used to set the Point.y value.

Utils.Debug#body()

body(sprite, color, filled) Render a Sprites Physics body if it has one set. The body is rendered as a filled or stroked rectangle.This only works for Arcade Physics, Ninja Physics (AABB and Circle only) and Box2D Physics bodies.To display a P2 Physics body you should enable debug mode on the body when creating it. Parameters Name Type Argument Default Description sprite Phaser.Sprite The Sprite who's body will be rendered. color string <optional> 'rgba(0,255,0,0.4)' Color o

FlexLayer#topRight

topRight : Phaser.Point Source code: core/FlexLayer.js (Line 71)

BitmapText#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)