Cache#removeText()

removeText(key) Removes a text file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1702)

Cache#getJSON()

getJSON(key, clone) → {object} Gets a JSON object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. You can either return the object by reference (the default), or return a cloneof it by setting the clone argument to true. Parameters Name Type Argument Default Description key string The key of the asset to retrieve from the cache. clone boolean <optional> false Return a clone of the origin

Cache#checkTextKey()

checkTextKey(key) → {boolean} Checks if the given key exists in the Text 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 876)

Particles.Arcade.Emitter#addAt()

addAt(child, index, silent) → {DisplayObject} Adds an existing object to this group. The child is added to the group at the location specified by the index value, this allows you to control child ordering. 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 Argument Default Descr

Sprite#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Text#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

Text#fontStyles

fontStyles :array An array of the font styles values as specified by addFontStyle. Source code: gameobjects/Text.js (Line 106)

Physics.P2.Body#applyDamping()

applyDamping(dt) Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details. Parameters Name Type Description dt number Current time step. Source code: physics/p2/Body.js (Line 516)

Physics.P2.Body#moveDown()

moveDown(speed) If this Body is dynamic then this will move it down by setting its y velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move down, in pixels per second. Source code: physics/p2/Body.js (Line 815)

TilemapLayer#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within 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#moveDown Source