FlexLayer#getBottom()

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child being displayed (rendered) below every other child. Returns any - The child at the bottom of the Group. Inherited From Phaser.Group#getBottom Source code: core/Group.js (Line 2221)

World#getBottom()

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child being displayed (rendered) below every other child. Returns any - The child at the bottom of the Group. Inherited From Phaser.Group#getBottom Source code: core/Group.js (Line 2221)

ScaleManager#pageAlignHorizontally

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or window). To align horizontally across the page the Display canvas should be added directly to page;or the parent container should itself be horizontally aligned. Horizontal alignment is not applicable with the RESIZE scaling mode. Default Value false Source code: core/ScaleManager.js (Line 2244)

World#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

Text#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

TilemapLayer#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Inherited From PIXI.Sprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)

Text#setText()

setText(text, immediate) → {Phaser.Text} The text to be displayed by this Text object.Use a \n to insert a carriage return and split the text.The text will be rendered with any style currently set. Use the optional immediate argument if you need the Text display to update immediately. If not it will re-create the texture of this Text object during the next time the renderloop is called. Parameters Name Type Argument Default Description text string <optional> The text to be display

BitmapData#blendSoftLight()

blendSoftLight() → {Phaser.BitmapData} Sets the blend mode to 'soft-light' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2286)

Bullet#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Component.InputEnabled#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Source code: gameobjects/components/InputEnabled.js (Line 24)