GameObjectFactory#tilemap()

tilemap(key, tileWidth, tileHeight, width, height) → {Phaser.Tilemap} Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.When using CSV data you must provide the key and the tileWidth and tileHeight parameters.If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use Til

Animation#stop()

stop(resetFrame, dispatchComplete) Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.If dispatchComplete is true it will dispatch the complete events, otherwise they'll be ignored. Parameters Name Type Argument Default Description resetFrame boolean <optional> false If true after the animation stops the currentFrame value will be set to the first frame in this animation. di

Creature#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Graphics#clear()

clear() → {PIXI.Graphics} Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. Returns PIXI.Graphics - Inherited From PIXI.Graphics#clear Source code: pixi/primitives/Graphics.js (Line 633)

Strip#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)

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)

Graphics#beginFill()

beginFill(color, alpha) → {PIXI.Graphics} Specifies a simple one-color fill that subsequent calls to other Graphics methods(such as lineTo() or drawCircle()) use when drawing. Parameters Name Type Description color Number the color of the fill alpha Number the alpha of the fill Returns PIXI.Graphics - Inherited From PIXI.Graphics#beginFill Source code: pixi/primitives/Graphics.js (Line 491)

ScaleManager#isGamePortrait

[readonly] isGamePortrait : boolean Returns true if the game dimensions are portrait (height > width).This is especially useful to check when using the RESIZE scale modebut wanting to maintain game orientation on desktop browsers,where typically the screen orientation will always be landscape regardless of the browser viewport. Source code: core/ScaleManager.js (Line 2362)

Particle#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Physics.P2.BodyDebug#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)