Bullet#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Time#totalElapsedSeconds()

totalElapsedSeconds() → {number} The number of seconds that have elapsed since the game was started. Returns number - The number of seconds that have elapsed since the game was started. Source code: time/Time.js (Line 550)

Canvas.setImageRenderingBicubic()

<static> setImageRenderingBicubic(canvas) → {HTMLCanvasElement} Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method. Parameters Name Type Description canvas HTMLCanvasElement The canvas to set image-rendering bicubic on. Returns HTMLCanvasElement - Returns the source canvas. Source code: utils/Canvas.js (Line 283)

Button#crop()

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly. Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,or by modifying cropRect property directly and then calling updateCrop. The rectangle object given to this method can be either a Phaser.R

Particles.Arcade.Emitter#makeParticles()

makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter} This function generates a new set of particles for use by this emitter.The particles are stored internally waiting to be emitted via Emitter.start. Parameters Name Type Argument Default Description keys array | string A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random. frames array | number <optional> 0 A

Button#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Button#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Loader#path

path : string The value of path, if set, is placed before any relative file path given. For example: load.path = "images/sprites/"; load.image("ball", "ball.png"); load.image("tree", "level1/oaktree.png"); load.image("boom", "http://server.com/explode.png"); Would load the ball file from images/sprites/ball.png and the tree fromimages/sprites/level1/oaktree.png but the file boom would load from the URLgiven as it's an absolute URL. Please note that the path is added before the filename but af

Matrix#fromArray()

fromArray(array) → {Phaser.Matrix} Sets the values of this Matrix to the values in the given array. The Array elements should be set as follows: a = array[0]b = array[1]c = array[3]d = array[4]tx = array[2]ty = array[5] Parameters Name Type Description array Array The array to copy from. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 81)

Signal#dispatch()

dispatch(params) Dispatch / broadcast the event to all listeners. To create an instance-bound dispatch for this Signal, use boundDispatch. Parameters Name Type Argument Description params any <optional> Parameters that should be passed to each handler. Source code: core/Signal.js (Line 395)