Strip#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)

Point#multiply()

multiply(x, y) → {Phaser.Point} Multiplies Point.x and Point.y by the given x and y values. Sometimes known as Scale. Parameters Name Type Description x number The value to multiply Point.x by. y number The value to multiply Point.x by. Returns Phaser.Point - This Point object. Useful for chaining method calls. Source code: geom/Point.js (Line 138)

BitmapData#extract()

extract(destination, r, g, b, a, resize, r2, g2, b2) → {Phaser.BitmapData} Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.The original BitmapData remains unchanged.The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this

Utils.Debug#Debug

new Debug(game) A collection of methods for displaying debug information about game objects. If your game is running in Canvas mode, then you should invoke all of the Debug methods fromyour games render function. This is because they are drawn directly onto the game canvasitself, so if you call any debug methods outside of render they are likely to be overwrittenby the game itself. If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display

FlexLayer#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)

Particles.Arcade.Emitter#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

TilemapLayer#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Physics.P2#createSpring()

createSpring(bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) → {Phaser.Physics.P2.Spring} Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. restLength number <optional> 1 Rest len

Bullet#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

Game#math

math : Phaser.Math Reference to the math helper. Source code: core/Game.js (Line 181)