Bullet#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

World#addAt()

addAt(child, index, silent) → {DisplayObject} Adds an existing object to this group. The child is added to the group at the location specified by the index value, this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Argument Default Descr

Button#crop()

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly. Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,or by modifying cropRect property directly and then calling updateCrop. The rectangle object given to this method can be either a Phaser.R

Point#cross()

cross(a) → {number} The cross product of this and another Point object. Parameters Name Type Description a Phaser.Point The Point object to get the cross product combined with this Point. Returns number - The result. Source code: geom/Point.js (Line 402)

Utils.mixinPrototype()

<static> mixinPrototype(target, mixin, replace) Mixes in an existing mixin object with the target. Values in the mixin that have either get or set functions are created as properties via definePropertyexcept if they also define a clone method - if a clone method is defined that is called instead andthe result is assigned directly. Parameters Name Type Argument Default Description target object The target object to receive the new functions. mixin object The object to copy

Particles.Arcade.Emitter#onChildInputUp

onChildInputUp : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal,a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointeris still over the Sprite or not. Inherited From Phaser.Group#onChildIn

BitmapText#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)

BitmapData#blendReset()

blendReset() → {Phaser.BitmapData} Resets the blend mode (effectively sets it to 'source-over') Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2039)

Graphics#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Cache#checkCanvasKey()

checkCanvasKey(key) → {boolean} Checks if the given key exists in the Canvas 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 824)