Creature#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)

FlexLayer#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

Particles.Arcade.Emitter#getFurthestFrom()

getFurthestFrom(object, callback, callbackContext) → {any} Get the child furthest away from the given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'furthest away' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child,

Physics.P2.FixtureList#setSensor()

setSensor(value, fixtureKey) Parameters Name Type Description value boolean sensor true or false fixtureKey string Only apply to the fixture with the given key Source code: physics/p2/FixtureList.js (Line 93)

Particles.Arcade.Emitter#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

TileSprite#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Cache#Cache

new Cache(game) Phaser has one single cache in which it stores all assets. The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored usinga unique string-based key as their identifier. Assets stored in different areas of the cache can have thesame key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,because they are unique data types. The cache is automatically populated by the Phaser.Loader. When you us

Graphics#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Physics.Ninja#enableAABB()

enableAABB(object, children) This will create a Ninja Physics AABB body on the given game object. Its dimensions will match the width and height of the object at the point it is created.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body

Point#copyTo()

copyTo(dest) → {object} Copies the x and y properties from this Point to any given object. Parameters Name Type Description dest any The object to copy to. Returns object - The dest object. Source code: geom/Point.js (Line 238)