Graphics#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Physics.P2#createGearConstraint()

createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint} Creates a constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. angle number <optional> 0 The relative angle ratio number <optional> 1 The gear ratio.

Text#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Strip#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Text#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Pointer#duration

[readonly] duration : number How long the Pointer has been depressed on the touchscreen or any of the mouse buttons have been held down.If not currently down it returns -1.If you need to test a specific mouse or pen button then access the buttons directly, i.e. Pointer.rightButton.duration. Source code: input/Pointer.js (Line 1192)

Physics.Ninja.AABB#destroy()

destroy() Destroys this AABB's reference to Body and System Source code: physics/ninja/AABB.js (Line 993)

FlexLayer#z

[readonly] z : integer The z-depth value of this object within its parent container/Group - the World is a Group as well.This value must be unique for each child in a Group. Inherited From Phaser.Group#z Source code: core/Group.js (Line 57)

FlexLayer#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

ArraySet#remove()

remove(item) → {any} Removes the given element from this list if it exists. Parameters Name Type Description item any The item to be removed from the list. Returns any - item - The item that was removed. Source code: utils/ArraySet.js (Line 119)