Weapon#Weapon

new Weapon(game, parent) The Weapon Plugin provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of Weapon.bullets, which is a Phaser.Group instance. Anything youcan usually do with a Group, such as move it around the display list, iterate it, etc can be doneto the bullets

FlexLayer#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

Component.Core#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Component.Destroy#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

DisplayObjectContainer#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Source code: pixi/display/DisplayObjectContainer.js (Line 153)

World#_height

_height Properties: Name Type Description height number The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension. Source code: core/World.js (Line 51)

Math#radToDeg()

radToDeg(radians) → {number} Convert radians to degrees. Parameters Name Type Description radians number Angle in radians. Returns number - Angle in degrees Source code: math/Math.js (Line 1197)

Group#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

TilingSprite#getBounds()

getBounds() → {Rectangle} Returns the framing rectangle of the sprite as a PIXI.Rectangle object Returns Rectangle - the framing rectangle Source code: pixi/extras/TilingSprite.js (Line 417)

Math#bezierInterpolation()

bezierInterpolation(v, k) → {number} A Bezier Interpolation Method, mostly used by Phaser.Tween. Parameters Name Type Description v Array The input array of values to interpolate between. k number The percentage of interpolation, between 0 and 1. Returns number - The interpolated value Source code: math/Math.js (Line 769)