Particles.Arcade.Emitter#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent

SinglePad#isDown()

isDown(buttonCode) → {boolean} Returns true if the button is pressed down. Parameters Name Type Description buttonCode number The buttonCode of the button to check. Returns boolean - True if the button is pressed down. Source code: input/SinglePad.js (Line 450)

TilingSprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

TilemapParser.parseJSON()

<static> parseJSON(json) → {object} Parses a Tiled JSON file into valid map data. Parameters Name Type Description json object The JSON map data. Returns object - Generated and parsed map data. Source code: tilemap/TilemapParser.js (Line 180)

Touch#touchEnterCallback

touchEnterCallback : Function A callback that can be fired on a touchEnter event. Source code: input/Touch.js (Line 62)

Physics.P2.PrismaticConstraint#PrismaticConstraint

new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) Connects two bodies at given offset points, letting them rotate relative to each other around this point. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. lockRotation boolean <optional> true If set to false, bodyB will be free to rotate around it

Physics.P2.DistanceConstraint#DistanceConstraint

new DistanceConstraint(world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) A constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. distance number The distance to keep between the bodies. localAnchorA Array <optional> The anchor point for bodyA, defi

Physics.P2.Body#setRectangleFromSprite()

setRectangleFromSprite(sprite) → {p2.Rectangle} Clears any previously set shapes.Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given.If no Sprite is given it defaults to using the parent of this Body.If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates. Parameters Name Type Argument Description sprite Phaser.Sprite | Phaser.Image <optional> The Sprite on which the Rectangle will get

Image#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

Easing.Exponential#In()

In(k) → {number} Exponential ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 295)