FlexLayer#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

ScaleManager#setGameSize()

setGameSize(width, height) Set the actual Game size.Use this instead of directly changing game.width or game.height. The actual physical display (Canvas element size) depends on various settings including Scale mode Scaling factor Size of Canvas's parent element or CSS rules such as min-height/max-height; The size of the Window Parameters Name Type Description width integer Game width, in pixels. height integer Game height, in pixels. Source code: core/ScaleManager.js (Line 881)

Sprite#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Animation#previous()

previous(quantity) Moves backwards the given number of frames in the Animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to move back. Source code: animation/Animation.js (Line 563)

Button#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

World#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)

Group#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Source code: core/Group.js (Line 161)

Image#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Image.js (Line 79)

FlexLayer#getRandom()

getRandom(startIndex, length) → {any} Returns a random child from the group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 Offset from the front of the group (lowest child). length integer <optional> (to top) Restriction on the number of values you want to randomly select from. Returns any - A random child of this Group. Inherited From Phaser.Group#getRandom Source code: core/Group.js (Line 2350)

FlexLayer#length

[readonly] length : integer Total number of children in this group, regardless of exists/alive status. Inherited From Phaser.Group#length Source code: core/Group.js (Line 2665)