Sprite#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Group#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Tileset#Tileset

new Tileset(name, firstgid, width, height, margin, spacing, properties) A Tile set is a combination of an image containing the tiles and collision data per tile. Tilesets are normally created automatically when Tiled data is loaded. Parameters Name Type Argument Default Description name string The name of the tileset in the map data. firstgid integer The first tile index this tileset contains. width integer <optional> 32 Width of each tile (in pixels). height integer

World#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. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Tween#yoyoDelay()

yoyoDelay(duration, index) → {Phaser.Tween} Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled).The repeatDelay is invoked as soon as you call Tween.start. If the tween is already running this method doesn't do anything for the current active tween.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to set repeatDelay on.If you have child tweens and pass -1 as the index value it

TimerEvent#repeatCount

repeatCount : number If this TimerEvent repeats it will do so this many times. Source code: time/TimerEvent.js (Line 50)

Time#physicsElapsed

physicsElapsed : number The physics update delta, in fractional seconds. This should be used as an applicable multiplier by all logic update steps (eg. preUpdate/postUpdate/update)to ensure consistent game timing. Game/logic timing can drift from real-world time if the systemis unable to consistently maintain the desired FPS. With fixed-step updates this is normally equivalent to 1.0 / desiredFps. Source code: time/Time.js (Line 112)

FlexLayer#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Inherited From Phaser.Group#addToHash Source code: co

Events#Events

new Events(sprite) The Events component is a collection of events fired by the parent Game Object. Phaser uses what are known as 'Signals' for all event handling. All of the events inthis class are signals you can subscribe to, much in the same way you'd "listen" foran event. For example to tell when a Sprite has been added to a new group, you can bind a functionto the onAddedToGroup signal: sprite.events.onAddedToGroup.add(yourFunction, this); Where yourFunction is the function you want call

BitmapData#blendDarken()

blendDarken() → {Phaser.BitmapData} Sets the blend mode to 'darken' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2221)