Image#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

World#divideAll()

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group.divideAll('x', 2) will half the child.x value for each child. Parameters Name Type Description property string The property to divide, for example 'body.velocity.x' or 'angle'. amount number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. checkAlive boolean If true the property will only be changed if

TweenManager#create()

create(object) → {Phaser.Tween} Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. Parameters Name Type Description object object Object the tween will be run on. Returns Phaser.Tween - The newly created tween object. Source code: tween/TweenManager.js (Line 203)

Image#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

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

Camera#shake()

shake(intensity, duration, force, direction, shakeBounds) → {boolean} This creates a camera shake effect. It works by applying a random amount of additionalspacing on the x and y axis each frame. You can control the intensity and durationof the effect, and if it should effect both axis or just one. When the shake effect ends the signal Camera.onShakeComplete is dispatched. Parameters Name Type Argument Default Description intensity float <optional> 0.05 The intensity of the camera

Physics.P2.InversePointProxy#y

y : number The y property of this InversePointProxy get and set in pixels. Source code: physics/p2/InversePointProxy.js (Line 44)

Physics.P2#onConstraintRemoved

onConstraintRemoved : Phaser.Signal This signal is dispatched when a Constraint is removed from the World. It sends 1 argument: constraint which is the Phaser.Physics.P2.Constraint that was removed from the world. Source code: physics/p2/World.js (Line 142)

Tilemap#Tilemap

new Tilemap(game, key, tileWidth, tileHeight, width, height) Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file. Tiled is a free software package specifically for creating tile maps, and is available from http://www.mapeditor.org To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.When using CSV data you must provide the key and the tileWidth and tileHeight parameters.If

State#resumed()

resumed() This method will be called when the core game loop resumes from a paused state. Source code: core/State.js (Line 205)