Graphics#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

TweenManager#frameBased

frameBased : boolean Are all newly created Tweens frame or time based? A frame based tween will use the physics elapsed timer when updating. This meansit will retain the same consistent frame rate, regardless of the speed of the device. The duration value given shouldbe given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visua

Bullet#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

Group#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

SpriteBatch#getRandomExists()

getRandomExists(startIndex, endIndex) → {any} Returns a random child from the Group that has exists set to true. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 The first child index to start the search from. endIndex integer <o

FlexLayer#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

Loader#pack()

pack(key, url, data, callbackContext) → {Phaser.Loader} Add a JSON resource pack ('packfile') to the Loader. A packfile is a JSON file that contains a list of assets to the be loaded.Please see the example 'loader/asset pack' in the Phaser Examples repository. Packs are always put before the first non-pack file that is not loaded / loading. This means that all packs added before any loading has started are added to the frontof the file queue, in the order added. The key must be a unique Strin

Group#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Source code: core/Group.js (Line 2

RetroFont#game

game : Phaser.Game A reference to the currently running game. Inherited From Phaser.RenderTexture#game Source code: gameobjects/RenderTexture.js (Line 30)

Group#multiplyAll()

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group. Group.multiplyAll('x', 2) will x2 the child.x value for each child. Parameters Name Type Description property string The property to multiply, for example 'body.velocity.x' or 'angle'. amount number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. checkAlive boolean If true the property will only be c