Particle#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Physics#Physics

new Physics(game, physicsConfig) The Physics Manager is responsible for looking after all of the running physics systems.Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin. Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game. For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use t

Image#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

RetroFont#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Inherited From PIXI.RenderTexture#renderer Source code: pixi/textures/RenderTexture.js (Line 99)

Text#strokeColors

strokeColors :array An array of the stroke color values as specified by addStrokeColor. Source code: gameobjects/Text.js (Line 101)

Sprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

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)

BitmapData#blendMultiply()

blendMultiply() → {Phaser.BitmapData} Sets the blend mode to 'multiply' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2182)

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)