Group#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Description oldChild any The child in this group that will be replaced. newChild any

Particles.Arcade.Emitter#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)

Cache#addPhysicsData()

addPhysicsData(key, url, JSONData, format) Add a new physics data object to the Cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. JSONData object The physics data object (a JSON file). format number The format of the physics data. Source code: loader/Cache.js (Line 390)

TileSprite#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#bringToTop Source code: gameo

Physics.P2#addContactMaterial()

addContactMaterial(material) → {Phaser.Physics.P2.ContactMaterial} Adds a Contact Material to the world. Parameters Name Type Description material Phaser.Physics.P2.ContactMaterial The Contact Material to be added to the World. Returns Phaser.Physics.P2.ContactMaterial - The Contact Material that was added. Source code: physics/p2/World.js (Line 1153)

Sprite#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Source code: pixi/display/Sprite.js (Line 315)

Cache#checkXMLKey()

checkXMLKey(key) → {boolean} Checks if the given key exists in the XML Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 967)

Cache#checkBitmapDataKey()

checkBitmapDataKey(key) → {boolean} Checks if the given key exists in the BitmapData Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 928)

RandomDataGenerator#integer()

integer() → {number} Returns a random integer between 0 and 2^32. Returns number - A random integer between 0 and 2^32. Source code: math/RandomDataGenerator.js (Line 148)

TweenData.RUNNING

[static] RUNNING : number Source code: tween/TweenData.js (Line 167)