MSPointer#pointerUpCallback

pointerUpCallback : Function A callback that can be fired on a MSPointerUp event. Source code: input/MSPointer.js (Line 54)

Sprite#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Inherited From Phaser.Component.LoadTexture#setFrame Source code: gameobjects/components/LoadTexture.js (Line 155)

Cache#checkJSONKey()

checkJSONKey(key) → {boolean} Checks if the given key exists in the JSON Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 954)

BitmapData#getPixels()

getPixels(rect) → {ImageData} Gets all the pixels from the region specified by the given Rectangle object. Parameters Name Type Description rect Phaser.Rectangle The Rectangle region to get. Returns ImageData - Returns a ImageData object containing a Uint8ClampedArray data property. Source code: gameobjects/BitmapData.js (Line 1055)

Color.RGBtoHSL()

<static> RGBtoHSL(r, g, b, out) → {object} Converts an RGB color value to HSL (hue, saturation and lightness).Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.Assumes RGB values are contained in the set [0, 255] and returns h, s and l in the set [0, 1].Based on code by Michael Jackson (https://github.com/mjijackson) Parameters Name Type Argument Description r number The red color component, in the range 0 - 255. g number The green color component, in the ra

Rope#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Tween#yoyo()

yoyo(enable, yoyoDelay, index) → {Phaser.Tween} A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.Used in combination with repeat you can create endless loops.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to yoyo.If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.If you wish to y

Particles.Arcade.Emitter#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

Rope#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Sprite#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)