Text#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

TilemapLayer#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Sprite#Sprite

new Sprite(game, x, y, key, frame) Sprites are the lifeblood of your game, used for nearly everything visual. At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. Parameters Name Type Description

Rope#canvasPadding

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other. Inherited From PIXI.Strip#canvasPadding Source code: pixi/extras/Strip.js (Line 60)

Physics.P2.Body#thrustRight()

thrustRight(speed) Applies a force to the Body that causes it to 'thrust' to the right, based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move to the right. Source code: physics/p2/Body.js (Line 742)

AbstractFilter#AbstractFilter

new AbstractFilter(fragmentSrc, uniforms) This is the base class for creating a PIXI filter. Currently only webGL supports filters.If you want to make a custom filter this should be your base class. Parameters Name Type Description fragmentSrc Array The fragment source in an array of strings. uniforms Object An object containing the uniforms for this filter. Source code: pixi/filters/AbstractFilter.js (Line 5)

Color.unpackPixel()

<static> unpackPixel(rgba, out, hsl, hsv) → {object} Unpacks the r, g, b, a components into the specified color object, or a newobject, for use with Int32Array. If little endian, then ABGR order is used whenunpacking, otherwise, RGBA order is used. The resulting color object has ther, g, b, a properties which are unrelated to endianness. Note that the integer is assumed to be packed in the correct endianness. On little-endianthe format is 0xAABBGGRR and on big-endian the format is 0xRR

SinglePad#onUpCallback

onUpCallback : Function This callback is invoked every time a gamepad button is released. Source code: input/SinglePad.js (Line 58)

Sprite#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

Particles.Arcade.Emitter#alphaData

alphaData :array An array of the calculated alpha easing data applied to particles with alphaRates > 0. Source code: particles/arcade/Emitter.js (Line 109)