SpriteBatch#getFirstAlive()

getFirstAlive(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is alive (child.alive === true). This is handy for choosing a squad leader, etc. You can use the optional argument createIfNull to create a new Game Object if no alive ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the chi

BitmapText#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

BitmapData#blendAdd()

blendAdd() → {Phaser.BitmapData} Sets the blend mode to 'lighter' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2169)

Math#linearInterpolation()

linearInterpolation(v, k) → {number} A Linear Interpolation Method, mostly used by Phaser.Tween. Parameters Name Type Description v Array The input array of values to interpolate between. k number The percentage of interpolation, between 0 and 1. Returns number - The interpolated value Source code: math/Math.js (Line 741)

Text#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Video#destroy()

destroy() Destroys the Video object. This calls Video.stop and then Video.removeVideoElement.If any Sprites are using this Video as their texture it is up to you to manage those. Source code: gameobjects/Video.js (Line 1141)

InputHandler#pointerX()

pointerX(pointerId) → {number} The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.This value is only set when the pointer is over this Sprite. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns number - The x coordinate of the Input pointer. Source code: input/InputHandler.js (Line 507)

BitmapText#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

World#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

Physics.Arcade#distanceBetween()

distanceBetween(source, target, world) → {number} Find the distance between two display objects (like Sprites). The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y values. This is useful of the object has been nested inside an offset Group,or parent Game Object. Parameters Name Type Argument Default Description source any The Display Object to test from. target any The Display Object to test to. world boolea