RenderTexture#requiresReTint

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture. Inherited From PIXI.Texture#requiresReTint Source code: pixi/textures/Texture.js (Line 95)

Net#getQueryString()

getQueryString(parameter) → {string | object} Returns the Query String as an object.If you specify a parameter it will return just the value of that parameter, should it exist. Parameters Name Type Argument Default Description parameter string <optional> '' If specified this will return just the value for that key. Returns string | object - An object containing the key value pairs found in the query string or just the value if a parameter was given. Source code: net/Net.js

Signal#Signal

new Signal() Signals are what Phaser uses to handle events and event dispatching.You can listen for a Signal by binding a callback / function to it.This is done by using either Signal.add or Signal.addOnce. For example you can listen for a touch or click event from the Input Managerby using its onDown Signal: game.input.onDown.add(function() { ... }); Rather than inline your function, you can pass a reference: game.input.onDown.add(clicked, this);function clicked () { ... } In this case the s

SpriteBatch#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

Component.Smoothed#Smoothed

new Smoothed() The Smoothed component allows a Game Object to control anti-aliasing of an image based texture. Source code: gameobjects/components/Smoothed.js (Line 12)

SpriteBatch#next()

next() → {any} Advances the group cursor to the next (higher) object in the group. If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#next Source code: core/Group.js (Line 833)

FlexLayer#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

Particles.Arcade.Emitter#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

BitmapText#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Game#rnd

rnd : Phaser.RandomDataGenerator Instance of repeatable random data generator helper. Source code: core/Game.js (Line 231)