QuadTree#objects

objects :array Array of quadtree children. Source code: math/QuadTree.js (Line 50)

Weapon#resetShots()

resetShots(newLimit) → {Phaser.Weapon} Resets the Weapon.shots counter back to zero. This is used when you've setWeapon.fireLimit, and have hit (or just wish to reset) your limit. Parameters Name Type Argument Description newLimit integer <optional> Optionally set a new Weapon.fireLimit. Returns Phaser.Weapon - This Weapon instance. Source code: plugins/weapon/WeaponPlugin.js (Line 558)

Tilemap#fill()

fill(index, x, y, width, height, layer) Fills the given area with the specified tile. Parameters Name Type Argument Description index number The index of the tile that the area will be filled with. x number X position of the top left of the area to operate one, given in tiles, not pixels. y number Y position of the top left of the area to operate one, given in tiles, not pixels. width number The width in tiles of the area to operate on. height number The height in tiles o

TileSprite#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Particle#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Inherited From PIXI.Sprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)

FlexLayer#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Rectangle#getPoint()

getPoint(position, out) → {Phaser.Point} Returns a point based on the given position constant, which can be one of: Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER,Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTERand Phaser.BOTTOM_RIGHT. This method returns the same values as calling Rectangle.bottomLeft, etc, but thosecalls always create a new Point object, where-as this one allows you to use your own. Parameters Name Type Argument Descrip

Physics.Ninja.Body#Body

new Body(system, sprite, type, id, radius, x, y, width, height) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, bounce values etc all on the Body. Parameters Name Type Argument Default Description system Phaser.Physics.Ninja The physics system this Body belongs to. sprite Phaser.Sprite The Sprite object this physics body belongs to. type number <opt

Game#id

[readonly] id : number Phaser Game ID (for when Pixi supports multiple instances). Source code: core/Game.js (Line 31)

Stage#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)