TweenManager#removeFrom()

removeFrom(obj, children) Remove all tweens from a specific object, array of objects or Group. Parameters Name Type Argument Default Description obj object | Array.<object> | Phaser.Group The object you want to remove the tweens from. children boolean <optional> true If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself. Source code: tween/TweenManager.js (Line 140)

Utils#chanceRoll()

chanceRoll(chance) → {boolean} Generate a random bool result based on the chance value. Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chanceof getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. Parameters Name Type Description chance number The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%). Returns boolean - True if the roll passed, or false

TilemapLayer#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)

Ellipse#copyTo()

copyTo(dest) → {object} Copies the x, y, width and height properties from this Ellipse to any given object. Parameters Name Type Description dest any The object to copy to. Returns object - This dest object. Source code: geom/Ellipse.js (Line 100)

Device#pixelRatio

pixelRatio : number PixelRatio of the host device? Source code: utils/Device.js (Line 482)

Bullet#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)

Sprite#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Text#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Cache#getFrameCount()

getFrameCount(key, cache) → {number} Get the total number of frames contained in the FrameData object specified by the given key. Parameters Name Type Argument Default Description key string Asset key of the FrameData you want. cache integer <optional> Phaser.Cache.IMAGE The cache to search for the item in. Returns number - Then number of frames. 0 if the image is not found. Source code: loader/Cache.js (Line 1458)

Math#maxProperty()

maxProperty() → {number} Variation of Math.max that can be passed a property and either an array of objects or the objects as parameters.It will find the largest matching property value from the given objects. Returns number - The largest value from those given. Source code: math/Math.js (Line 697)