SpriteBatch#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition

Color.interpolateRGB()

<static> interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) → {number} Interpolates the two given colours based on the supplied step and currentStep properties. Parameters Name Type Description r1 number The red color value, between 0 and 0xFF (255). g1 number The green color value, between 0 and 0xFF (255). b1 number The blue color value, between 0 and 0xFF (255). r2 number The red color value, between 0 and 0xFF (255). g2 number The green color value, between 0 and

Rope#texture

texture : PIXI.Texture The texture of the strip Inherited From PIXI.Strip#texture Source code: pixi/extras/Strip.js (Line 20)

Sprite#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)

StateManager#onStateChange

onStateChange : Phaser.Signal onStateChange is a Phaser.Signal that is dispatched whenever the game changes state. It is dispatched only when the new state is started, which isn't usually at the same time as StateManager.startis called because state swapping is done in sync with the game loop. It is dispatched before any of the new statesmethods (such as preload and create) are called, and after the previous states shutdown method has been run. The callback you specify is sent two parameters:

World#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

Cache#addSpriteSheet()

addSpriteSheet(key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) Add a new sprite sheet in to the cache. Parameters Name Type Argument Default Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra sprite sheet data. frameWidth number Width of the sprite sheet. frameHei

Physics.Ninja.Tile#reportCollisionVsWorld()

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal obj number Object this Tile collided with Source code: physics/ninja/Tile.js (Line 194)

Creature#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)

RandomDataGenerator#uuid()

uuid() → {string} Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368 Returns string - A valid RFC4122 version4 ID hex string Source code: math/RandomDataGenerator.js (Line 239)