Group#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Source code: core/Group.js (Line 945)

TilemapLayer#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Tilemap#Tilemap

new Tilemap(game, key, tileWidth, tileHeight, width, height) Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file. Tiled is a free software package specifically for creating tile maps, and is available from http://www.mapeditor.org To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.When using CSV data you must provide the key and the tileWidth and tileHeight parameters.If

Tilemap#createBlankLayer()

createBlankLayer(name, width, height, tileWidth, tileHeight, group) → {Phaser.TilemapLayer} Creates a new and empty layer on this Tilemap. By default TilemapLayers are fixed to the camera. Parameters Name Type Argument Description name string The name of this layer. Must be unique within the map. width number The width of the layer in tiles. height number The height of the layer in tiles. tileWidth number The width of the tiles the layer uses for calculations. tileHeight num

Tileset#draw()

draw(context, x, y, index) Draws a tile from this Tileset at the given coordinates on the context. Parameters Name Type Description context CanvasRenderingContext2D The context to draw the tile onto. x number The x coordinate to draw to. y number The y coordinate to draw to. index integer The index of the tile within the set to draw. Source code: tilemap/Tileset.js (Line 123)

TilemapLayer#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)

BitmapText#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Physics.P2#onBodyAdded

onBodyAdded : Phaser.Signal This signal is dispatched when a new Body is added to the World. It sends 1 argument: body which is the Phaser.Physics.P2.Body that was added to the world. Source code: physics/p2/World.js (Line 97)

Stage#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Color.blendNegation()

<static> blendNegation(a, b) → {integer} Negation blend mode. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1099)