GameObjectCreator#image()

image(x, y, key, frame) → {Phaser.Image} Create a new Image object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. Parameters Name Type Argument Description x number X position of the image. y number Y position of the image. key string | Phaser.RenderTexture | PIXI.Texture T

Sprite#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Image#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapDatait can be useful to adjust the dimensions directly in this way. Parameters Name Type Description parent object The parent texture object that caused the resize, i.e. a Phaser.Video object. width integer The new width of the texture. height integer The new height of the

TileSprite#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveUp Source code: game

Particles.Arcade.Emitter#multiplyAll()

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group. Group.multiplyAll('x', 2) will x2 the child.x value for each child. Parameters Name Type Description property string The property to multiply, for example 'body.velocity.x' or 'angle'. amount number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. checkAlive boolean If true the property will only be c

Physics.Arcade.Body#hitTest()

hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters Name Type Description x number The world x coordinate to test. y number The world y coordinate to test. Returns boolean - True if the given coordinates are inside this Body, otherwise false. Source code: physics/arcade/Body.js (Line 1195)

Rope#texture

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

SpriteBatch#sendToBack()

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below all other children. Parameters Name Type Description child any The child to send to the bottom of this group. Returns any - The child that was moved. Inherited From Phaser.Group#sendToBack Source code: core/Group.js (Line 926)

DisplayObjectContainer#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Sound#fadeOut()

fadeOut(duration) Decreases the volume of this Sound from its current value to 0 over the duration specified.At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,and the final volume (0) as the second parameter. Parameters Name Type Argument Default Description duration number <optional> 1000 The time in milliseconds over which the Sound should fade out. Source code: sound/Sound.js (Line 952)