Sprite#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)

Physics.P2#nothingCollisionGroup

nothingCollisionGroup : Phaser.Physics.P2.CollisionGroup A default collision group. Source code: physics/p2/World.js (Line 217)

Text#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMax Source code: gameobjects/components/ScaleMinMax.js (Line 46)

ScaleManager#windowConstraints

windowConstraints The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container. The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'. If 'visual', the edge will be constrained to the Window / displayed screen area If 'layout', the edge will be constrained to the CSS Layout bounds An invalid value is treated as 'visual' Properties: Name Type Description bottom string right string Default Value {"right":

global#BOTTOM_CENTER

<constant> BOTTOM_CENTER : integer A constant representing a bottom-center alignment or position. Source code: Phaser.js (Line 465)

Physics.P2.BodyDebug#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Physics.Arcade.Body#moveTo()

moveTo(duration, distance, direction) → {boolean} Note: This method is experimental, and may be changed or removed in a future release. This method moves the Body in the given direction, for the duration specified.It works by setting the velocity on the Body, and an internal distance counter.The distance is monitored each frame. When the distance equals the distancespecified in this call, the movement is stopped, and the Body.onMoveCompletesignal is dispatched. Movement also stops if the Body

Physics.Ninja.Circle#Circle

new Circle(body, x, y, radius) Ninja Physics Circle constructor.Note: This class could be massively optimised and reduced in size. I leave that challenge up to you. Parameters Name Type Description body Phaser.Physics.Ninja.Body The body that owns this shape. x number The x coordinate to create this shape at. y number The y coordinate to create this shape at. radius number The radius of this Circle. Source code: physics/ninja/Circle.js (Line 19)

Button#cropRect

cropRect : Phaser.Rectangle The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect. Inherited From Phaser.Component.Crop#cropRect Source code: gameobjects/components/Crop.js (Line 24)

SpriteBatch#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will